Gaming machine

The gaming machine improves player engagement through rotating bodies with visible patterns, lottery-based rewards, and mode notifications, enhancing gameplay dynamics and amusement.

JP7715241B2Active Publication Date: 2025-07-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2024076590
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-09
Publication Date
2025-07-30
Estimated Expiration
2040-05-28

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest and engagement.

Method used

A gaming machine with rotating bodies featuring visible patterns, start and stop operations, lottery mechanisms, and mode notifications to grant varying game values based on pattern combinations, allowing for enhanced gameplay dynamics.

Benefits of technology

The solution enhances the amusement value of the game by providing multiple gameplay modes with different reward structures, increasing player engagement and interest.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which can improve the interest for a game.SOLUTION: In a winning of a special combination, when stop switches 42-44 are operated in a first operation mode, a thirty-third small combination is formed and processing more likely to win a transition lottery to an AT mode is executed, whilst when the stop switches 42-44 are operated in a second operation mode, a first small combination to a sixth small combination are formed and processing more unlikely to win the transition lottery to the AT mode is executed. A first operation mode in a special combination A as the special combination is set to be a second operation mode in a special combination B as the special combination.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] As a type of gaming machine, pachinko machines, slot machines, etc. are known. In these gaming machines, an internal lottery is conducted based on the establishment of predetermined lottery conditions, and a privilege is granted to the player according to the result of the internal lottery.

[0003] Specifically, for a slot machine, when the start lever is operated in a situation where medals as gaming media are bet, an internal lottery is carried out, the rotation of the reels is started, and when the stop switch is operated during the rotation of the reels, the rotation of the reels stops. And when the stop result of the reels corresponds to the result of the internal lottery, a privilege corresponding to the result is granted (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Here, in the gaming machines exemplified above, it is necessary to improve the interest of the game, and there is still room for improvement in this regard.

[0006] The present invention has been made in view of the above-exemplified circumstances, etc., and an object thereof is to provide a gaming machine capable of improving the interest of the game.

Means for Solving the Problems

[0007] The present invention is A plurality of rotating bodies with a plurality of patterns attached in the circumferential direction, A display unit that makes some of the patterns visible for each of the rotating bodies, Starting operation means for starting the rotation of each of the rotating bodies when operated, Stop operation means for performing a stop operation to stop the rotation of each of the rotating bodies, Drive control means for executing start drive control to start the rotation of each of the rotating bodies when the starting operation means is operated, and executing stop drive control to stop the rotation of the corresponding rotating body when the stop operation means is operated, Lottery means for performing a lottery to give a privilege to the player based on the operation of the starting operation means, Granting means capable of granting a number of game values corresponding to the lottery result in the lottery means, A gaming machine comprising: As a lottery result by the lottery means, When the stop operation means is operated in the first operation mode, a first pattern combination can be stopped at a predetermined position visible through the display unit, and a first number of game values are granted by the granting means. On the other hand, When the stop operation means is operated in a second operation mode different from the first operation mode, a second pattern combination different from the first pattern combination can be stopped at a predetermined position visible through the display unit, and a second number of game values greater than the first number are granted by the granting means. A specific result is set, Mode notification means capable of executing mode notification of the operation mode of the stop operation means by a predetermined notification means, Specific processing means capable of executing specific processing related to the function of mode notification by the mode notification means, When the stop operation means is operated in the first operation mode in a specific game where the lottery result by the lottery means is the specific result, perform processing that enables the execution of the specific processing, while when the stop operation means is operated in the second operation mode in the specific game, perform processing that makes the execution of the specific processing impossible, In the specific game, means capable of executing a first notification corresponding to the specific processing at a specific timing after the operation of the stop operation means has been executed, Means capable of executing a second notification about the predetermined content of the specific processing at a timing earlier than the specific timing in the specific game and after the branching timing when the operation of the stop operation means is performed in either the first operation mode or the second operation mode, Comprising In a game in which the mode notification is not executed, the second notification can be executed. It is characterized by the above. [[ID=�7]]

Effect of the Invention

[0008] According to the present invention, it becomes possible to enhance the amusement of the game.

Brief Description of the Drawings

[0009] [Figure 1] It is a front view of a slot machine in one embodiment. [Diagram 2] It is a perspective view of the slot machine showing the state where the front door is closed. [Figure 3] It is a perspective view of the slot machine showing the state where the front door is open. [Figure 4] It is a rear view of the front door. [Figure 5] It is a front view of the housing. [Figure 6] It is a diagram showing the symbol arrangement of each reel. [Figure 7] It is an explanatory diagram showing the relationship between the symbol visible from the display window and the active line. [Figure 8]FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 9] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 10] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 11] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 12] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 13] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 14] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 15] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 16] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 17] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 18] 10 is a flowchart showing normal processing by the main control device. [Figure 19] 10 is a flowchart showing lottery processing. [Figure 20] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 21] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 22] 10 is a flowchart showing a reel control process. [Figure 23] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 24] An explanatory diagram for explaining the operation mode when a special role is won. [Figure 25] 10 is a flowchart showing bonus state processing. [Figure 26] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 27] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 28] It is a flowchart showing the processing corresponding to the lottery result. [Figure 29] It is a flowchart showing the advantageous section transition lottery process. [Figure 30] It is a diagram showing an example of various transition lottery tables. [Figure 31] It is a flowchart showing the process for the start-time AT lottery. [Figure 32] It is a flowchart showing the continuation determination process. [Figure 33] It is a flowchart showing the process for AT topping-up. [Figure 34] It is a diagram for explaining the outline of the instruction monitor and the section display. [Figure 35] It is an explanatory diagram showing the outline of the push order notification effect performed in the auxiliary display section. [Figure 36] (a) is a flowchart showing the lottery result command setting process, and (b) is an explanatory diagram for explaining the relationship between the lottery result command and the push order notification command. [Figure 37] It is a flowchart showing the processing corresponding to the winning result. [Figure 38] It is a flowchart showing the process for the stop-time AT lottery. [Figure 39] It is a diagram showing an example of the ceiling subtraction value table and the stop-time transition lottery table. [Figure 40] It is an explanatory diagram for explaining the timing of AT winning or CZ winning. [Figure 41] It is a flowchart showing the process for the number of precursor games. [Figure 42] It is a diagram showing an example of the selection rate of the continuation rate in the AT mode. [Figure 43] It is a flowchart showing the process for the number of CZ games. [Figure 44] It is a flowchart showing the process for the number of AT games. [Figure 45] It is a flowchart showing the first section display process. [Figure 46] It is a flowchart showing the second section display process. [Figure 47] It is a flowchart showing the production setting process by the display control device on the sub side. [Figure 48] It is a flowchart showing the start-up production setting process. [Figure 49] It is a flowchart showing the production setting process at full stop. [Figure 50] It is a diagram showing an example of the display production by the auxiliary display unit. [Figure 51] It is a diagram showing an example of the display production by the auxiliary display unit. [Figure 52] It is a flowchart showing the start-up CZ production setting process. [Figure 53] It is a flowchart showing the CZ production setting process at stop. [Figure 54] It is a diagram showing an example of the display production by the auxiliary display unit. [Figure 55] It is a diagram showing an example of the display production by the auxiliary display unit. [Figure 56] It is a diagram showing an example of the display production by the auxiliary display unit. [Figure 57] It is a diagram showing an example of the display production by the auxiliary display unit. [Figure 58] It is a diagram showing an example of the display production by the auxiliary display unit. [Figure 59] It is a diagram showing an example of the display production by the auxiliary display unit. [Figure 60] It is a timing chart for explaining the occurrence timing of the production of each game during the CZ mode. [Figure 61] It is an explanatory diagram for explaining the relationship between the execution timing of the CZ production setting process at stop and the occurrence rate of the explosion production. [Figure 62] It is a diagram showing an example of the precursor game number table. [Figure 63] It is a flowchart showing the start-up precursor production setting process. [Figure 64] It is a flowchart showing the precursor production setting process at stop. [Figure 65] It is a flowchart showing the game number management process. [Figure 66]It is a diagram for explaining the difference between the number of games shown and the actual ceiling-reaching games. [Figure 67] It is a flowchart showing the first stop ON-time production setting process in Modification Example 1. [Figure 68] It is a flowchart showing the start-time AT lottery selection process in Modification Example 2. [Figure 69] It is a flowchart showing the AT boost process. [Figure 70] It is a diagram for explaining the state where AT winning notification is performed in the special role selection game. [Figure 71] In Modification Example 3, (a) is a flowchart showing the first stop ON-time production setting process, and (b) and (c) are diagrams for explaining the state where the confirmed production is performed. [Figure 72] It is a flowchart showing a part of the start-time AT lottery selection process in Modification Example 4. [Figure 73] It is a flowchart showing the pre-judgment process. [Figure 74] It is a flowchart showing the start-time CZ production setting process. [Figure 75] It is a flowchart showing the process for the navigation mode in Modification Example 5. [Figure 76] It is a flowchart showing the process for specific notification. [Figure 77] It is a diagram for explaining the outline of the specific notification production. [Figure 78] In Modification Example 6, (a) is a flowchart showing a part of the process for the number of AT games, and (b) is a flowchart showing the process for the AT boost at the stop. [Figure 79] It is a diagram showing an example of each boost lottery table. [Figure 80] It is a flowchart showing a part of the start-time AT boost lottery selection process. [Figure 81] It is a flowchart showing the boost pre-judgment process. [Figure 82](a) is a flowchart showing part of the start-up production setting process, and (b) and (c) are diagrams for explaining the outline of the specific notification production during AT. [Figure 83] In Modification 7, (a) is a flowchart showing part of the lottery result corresponding process, and (b) is a diagram showing an example of the notification minor role lottery table. [Figure 84] In Modification 8, (a) is a flowchart showing the advantageous section transition lottery, and (b) is a diagram showing an example of the notification minor role lottery table. [Figure 85] It is a diagram for explaining the outline of the notification minor role lottery in Modification 9. [Figure 86] In Modification 10, it is a flowchart showing the second process of the section display. [Figure 87] It is a flowchart showing the advantageous section transition lottery process. [Figure 88] It is a flowchart showing the process during the advantageous section transition. [Figure 89] It is a diagram for explaining the relationship between the operation mode and the advantage degree when a special role is elected in the normal section. [Figure 90] In Modification 11, it is an explanatory diagram for explaining each special role. [Figure 91] It is an explanatory diagram for explaining the relationship between the push order notification production when the push order bell is elected and the push order notification production when a special role is elected. [Figure 92] It is a flowchart showing part of the lottery result corresponding process. [Figure 93] In Modification 12, it is an explanatory diagram for explaining the process related to the instruction function of each special role. [Figure 94] It is a diagram showing an example of the additional lottery table.

Mode for Carrying Out the Invention

[0010] <The First Embodiment> Hereinafter, an embodiment when applied to a rotary gaming machine, which is a type of gaming machine, specifically a slot machine, will be described in detail with reference to the drawings. FIG. 1 is a front view of the slot machine 10, FIG. 2 is a perspective view of the slot machine 10 with the front door 12 closed, FIG. 3 is a perspective view of the slot machine 10 with the front door 12 open, FIG. 4 is a rear view of the front door 12, and FIG. 5 is a front view of the housing 11.

[0011] As shown in FIGS. 1 to 5, the slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached by driving nails or the like to so-called island equipment when installed in a game hall.

[0012] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. That is, a pair of upper and lower support shafts 13a and 13b are provided on the left side portion of the housing 11 when viewed from the front, and bearing portions 14a and 14b are provided on the front door 12 at positions corresponding to the respective support shafts 13a and 13b. When each support shaft 13a, 13b is inserted into each bearing portion 14a, 14b, the front door 12 is supported by the housing 11 so as to be rotatable about an opening and closing axis extending in the vertical direction connecting the two support shafts 13a, 13b, and the front opening side of the housing 11 can be opened or closed by the rotation of the front door 12. Further, the front door 12 is set in a locked state where it cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end side of the front door 12, and the locked state is configured to be released by a predetermined key operation on the key cylinder 21.

[0013] A game panel 25 for notifying the player of the game state is provided near the upper part of the central portion of the front door 12. Three vertically long display windows 26L, 26M, and 26R are formed side by side on the game panel 25, and the inside of the slot machine 10 can be viewed through each display window 26L, 26M, and 26R. Note that the display windows 26L, 26M, and 26R may be combined into one common display window.

[0014] As shown in FIG. 3, the interior of the housing 11 is vertically divided into two parts by a partition plate 30, and a reel unit 31 that constitutes a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes left reel 32L, middle reel 32M, and right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, 32R is rotatably supported such that its central axis becomes the rotation axis of the reel. The rotation axes of the respective reels 32L, 32M, 32R are arranged on the same axis extending in a substantially horizontal direction, and the respective reels 32L, 32M, 32R correspond one-to-one with the respective display windows 26L, 26M, 26R. Therefore, a part of the surface of each reel 32L, 32M, 32R is visible through the corresponding display windows 26L, 26M, 26R. Further, when the reels 32L, 32M, 32R rotate forward, the surfaces of the reels 32L, 32M, 32R are projected as if they are moving downward from top to bottom through the respective display windows 26L, 26M, 26R.

[0015] Here, the configuration of the reel unit 31 will be briefly described.

[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each reel 32L, 32M, 32R can be rotationally driven individually, that is, independently, by driving each stepping motor. The stepping motor is set to be rotated by applying a drive signal of, for example, 500 pulses (hereinafter also referred to as excitation pulses). The rotational position of the stepping motor, that is, the rotational position of the reel, is controlled by this excitation pulse. Further, a reel index sensor for detecting that the reel has made one rotation is installed on each of the reels 32L, 32M, 32R in the reel unit 31. And when the reel index sensor detects that the reel has made one rotation, a detection signal is output to the main control device 101, which will be described later, each time such detection occurs. For this reason, the main control device 101 can confirm and correct the angular position of each of the reels 32L, 32M, 32R every one rotation based on the detection signal of the reel index sensor and the number of excitation pulses output until the detection signal is input.

[0017] On the outer peripheral surface of each of the reels 32L, 32M, 32R, a plurality of patterns are drawn as identification information in the long side direction (circumferential direction). More specifically, 20 patterns are drawn at equal intervals. For this reason, in order to switch a certain pattern to the next pattern at a predetermined position, it is necessary to output 25 pulses (= 500 pulses ÷ 20 patterns) of excitation pulses. Further, the main control device 101 can perform control to grasp the pattern visible from the display windows 26L, 26M, 26R or stop a predetermined pattern at a position visible from the display windows 26L, 26M, 26R based on the number of excitation pulses output after the detection signal of the reel index sensor is input.

[0018] Next, the patterns drawn on each of the reels 32L, 32M, 32R will be described.

[0019] Figure 6 shows the symbol arrangements of the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in this figure, on each of the reels 32L, 32M, and 32R, 20 symbols are arranged in a row. Also, numbers from 0 to 19 are assigned corresponding to each of the reels 32L, 32M, and 32R. However, these numbers are for the main control device 101 to recognize the symbols that can be visually recognized from the display windows 26L, 26M, and 26R, and are not actually attached to the reels 32L, 32M, and 32R. However, in the following description, these numbers will be used for explanation.

[0020] As symbols, there are 10 types, namely, the "bell" symbol (e.g., the 1st on the left reel 32L), the "replay" symbol (e.g., the 0th on the left reel 32L), the "red 7" symbol (e.g., the 14th on the left reel 32L), the "watermelon" symbol (e.g., the 2nd on the left reel 32L), the "cherry" symbol (e.g., the 8th on the left reel 32L), the "BAR" symbol (e.g., the 9th on the left reel 32L), the "white 7" symbol (e.g., the 3rd on the left reel 32L), the "youth" symbol (e.g., the 18th on the left reel 32L), the "red shell" symbol (e.g., the 4th on the left reel 32L), and the "white shell" symbol (e.g., the 19th on the left reel 32L). And as shown in Figure 6, the number and arrangement order of various symbols on each of the reels 32L, 32M, and 32R are completely different.

[0021] Each of the display windows 26L, 26M, and 26R is formed such that 3 symbols that can visually recognize the entire symbols out of the 20 symbols attached to the corresponding reel are visible. For this reason, when all of the reels 32L, 32M, and 32R are stopped, 3×3 = 9 symbols are in a visible state through the display windows 26L, 26M, and 26R.

[0022] In the slot machine 10, the game result of each game is announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 7, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.

[0023] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus is awarded in which the game state is changed.On the other hand, when symbols stop in a predetermined combination on an inactivated line, a win is not achieved and the bonus is not awarded.

[0024] In this slot machine 10, among the above lines L1 to L6, the bent line L6 is set as the active line. More specifically, in this slot machine 10, there are cases where the game starts with 3 medals bet and cases where the game starts with 2 medals bet. When the game starts with 3 or 2 medals bet, only the bent line L6 is set as the active line, and the other lines L1 to L5 are not set as active lines. In the following description, the bent line L6 may be referred to as the active line ML. Also, in the following, a game started with 3 medals bet is called a 3-bet game, a game started with 2 medals bet is called a 2-bet game, and a game started with 1 medal bet is called a 1-bet game. Note that in this embodiment, a 1-bet game is not set.

[0025] Figs. 8 to 10 are diagrams showing the correspondence between the combinations of winning symbols and the benefits given when winning.

[0026] As small winning prizes for which medal payouts are made, there are the first small winning prize to the 32nd small winning prize.

[0027] When the "REPLAY" symbols on the left reel 32L, the "REPLAY" symbols on the middle reel 32M, and the "REPLAY" symbols on the right reel 32R stop on the active line ML, the first small winning prize is obtained. When the first small winning prize is established, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0028] As shown in Fig. 11(a), when the symbol corresponding to the first small winning prize stops on the active line ML, the "BELL" symbols are aligned and stop on the downward right line L4. Therefore, the player can easily understand that the small winning prize corresponding to the bell has been established.

[0029] If the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the active line ML, the second small win will be awarded. If the second small win is awarded, 8 medals will be paid out in a 3-bet game, and 5 medals will be paid out in a 2-bet game.

[0030] As shown in Figure 11(b), when the symbol corresponding to the second small win stops on the activated line ML, the "bell" symbol stops in line on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first small win has been achieved because of the difference in the line on which the "bell" symbol is aligned.

[0031] When the "bell" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML, the third minor win is achieved. When the third minor win is achieved, eight medals are paid out in a three-bet game, and five medals are paid out in a two-bet game.

[0032] As shown in Figure 11(c), when the symbol corresponding to the third small win stops on the activated line ML, the "bell" symbol stops in alignment on the middle line L2. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first and second small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.

[0033] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML, the fourth small win is achieved. When the fourth small win is achieved, eight medals are paid out in a three-bet game, and five medals are paid out in a two-bet game.

[0034] As shown in FIG. 11(d), when the symbol corresponding to the fourth minor winning stops on the effective line ML, the "bell" symbols align and stop on the upward right line L5. Therefore, the player can easily understand that the minor winning corresponding to the bell has occurred, and from the difference in the line where the "bell" symbols align, it can also be understood that a minor winning different from the above first to third minor winnings has occurred.

[0035] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the effective line ML, it is a fifth minor winning. When the fifth minor winning occurs, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0036] As shown in FIG. 11(e), when the symbol corresponding to the fifth minor winning stops on the effective line ML, the "bell" symbols align and stop on the lower line L3. Therefore, the player can easily understand that the minor winning corresponding to the bell has occurred, and from the difference in the line where the "bell" symbols align, it can also be understood that a minor winning different from the above first to fourth minor winnings has occurred.

[0037] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the effective line ML, it is a sixth minor winning. When the sixth minor winning occurs, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0038] As shown in FIG. 11(f), when the symbol corresponding to the sixth minor winning stops on the effective line ML, the "bell" symbols stop respectively at the lower part of the left reel 32L, the middle part of the middle reel 32M, and the lower part of the right reel 32R (stop in a small mountain shape). Therefore, the player can easily understand that the minor winning corresponding to the bell has occurred, and from the difference in the stop positions of the "bell" symbols, it can also be understood that a minor winning different from the above first to fifth minor winnings has occurred.

[0039] When the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, it is the 7th small win. When the 7th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.

[0040] As shown in Figure 12(a), when the symbol corresponding to the seventh small win stops on the activated line ML, the "watermelon" symbol stops on the downward-sloping line L4, so the player can easily understand that the small win corresponding to the watermelon has been achieved.

[0041] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the active line ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.

[0042] As shown in Figure 12(b), when the symbol corresponding to the 8th small win stops on the activated line ML, the "watermelon" symbol stops in alignment on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the watermelon has been achieved, and also understand that a small win different from the 7th small win has been achieved because of the difference in the line on which the "watermelon" symbol is aligned.

[0043] Minor winning combination 9 to Minor winning combination 32 are so-called missed winning combinations that mainly win when the first to sixth minor winning combinations are missed. When Minor winning combination 9 to Minor winning combination 32 are won, one medal is paid out in the 3-bet game and one medal is paid out in the 2-bet game. Minor winning combination 9 to Minor winning combination 32 win when the corresponding combinations of the "REPLAY" symbol, "RED 7" symbol, "BAR" symbol, "RED SHELL" symbol, "WHITE SHELL" symbol, "YOUNG MAN" symbol or "BELL" symbol on the left reel 32L, the "WHITE 7" symbol, "CHERRY" symbol, "RED SHELL" symbol, "YOUNG MAN" symbol, "RED 7" symbol, "WATERMELON" symbol, "REPLAY" symbol, "BAR" symbol, "BELL" symbol or "WHITE SHELL" symbol on the middle reel 32M, and the "RED 7" symbol, "WHITE 7" symbol, "WHITE SHELL" symbol, "YOUNG MAN" symbol, "WATERMELON" symbol, "RED SHELL" symbol, "BAR" symbol or "REPLAY" symbol on the right reel 32R stop on the valid line ML. As shown in FIGS. 8 and 9, the combinations of symbols corresponding to Minor winning combination 9 to Minor winning combination 32 are all set so that the "BELL" symbol does not stop aligned on the straight lines (L1 to L5), making it easy to understand that the minor winning combination corresponding to the bell has not been won.

[0044] When the "BAR" symbol on the left reel 32L, the "BELL" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the valid line ML, it is a win for Minor winning combination 33. When Minor winning combination 33 is won, one medal is paid out in the 3-bet game and one medal is paid out in the 2-bet game.

[0045] As shown in FIG. 12(f), when the symbol corresponding to Minor winning combination 33 stops on the valid line ML, it is set such that the "BAR" symbol may stop aligned on the middle line L2.

[0046] Incidentally, in the configuration in which medals are paid out based on the above-mentioned 1st small prize winning to 33rd small prize winning, the paid out small prize is a kind of benefit (game value) granted according to the result of the game. In this specification, the paid out medals may also be referred to as "out balls", and the ratio of the number of paid out medals (out balls) to the number of inserted (betted) medals may also be referred to as "out ball rate".

[0047] The winning combinations that can be awarded with a replay privilege (play value) that allows a player to play the next game without inserting a medal include the 1st replay winning combination to the 12th replay winning combination. As shown in Figure 10, winning symbol combinations are set for the 1st replay winning combination to the 12th replay winning combination.

[0048] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7," "white 7," "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 12(c), when the symbols corresponding to the first replay win stop on the active line ML, the "replay" symbols stop in line on the center line L2. This allows the player to easily understand that a replay win corresponding to the replay has been achieved.

[0049] In the second replay, a win is achieved when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "cherry" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the second replay win stops on the active line ML, the "white 7" symbols line up and stop on the center line L2, as shown in Figure 13(e).

[0050] The third replay wins when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the activated line ML. When the symbols corresponding to the third replay win stop on the activated line ML, as shown in Figure 13(f), the "white 7" symbol stops in the middle row of the left reel 32L and the middle reel 32M, and the "red 7" symbol stops in the middle row of the right reel 32R.

[0051] The 4th replay game and the 5th replay game are replay games for adjustment when a plurality of replay games are won repeatedly.

[0052] In the 6th replay game, a winning is established when the "Bell" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Red 7", "White 7", "BAR", "Cherry", "White Shell" or "Young Man" symbol on the right reel 32R stop on the effective line ML. As shown in Fig. 12(d), when the symbol corresponding to the 6th replay game winning stops on the effective line ML, the "Watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the middle reel 32M, while the "Watermelon" symbol does not stop on the upper part of the right reel 32R (the "Watermelon" symbol stops on the lower part of the right reel 32R), resulting in a so-called off-mode of the upper-row watermelon tempai. Also, when the symbol corresponding to the 6th replay game winning stops on the effective line ML, the "Watermelon" symbol stops on the upper part of the left reel 32L and the lower part of the right reel 32R, while the "Watermelon" symbol does not stop on the middle part of the middle reel 32M (the "Watermelon" symbol stops on the upper part of the middle reel 32M), resulting in a so-called off-mode of the downward-right watermelon tempai.

[0053] In the 7th replay game, a winning is established when the "Bell" symbol on the left reel 32L, the "White 7", "Cherry", "Red Shell" or "Young Man" symbol on the middle reel 32M, and the "Watermelon" or "Red Shell" symbol on the right reel 32R stop on the effective line ML. As shown in Fig. 12(e), when the symbol corresponding to the 7th replay game winning stops on the effective line ML, the "Watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the right reel 32R, while the "Watermelon" symbol does not stop on the upper part of the middle reel 32M (the "Watermelon" symbol stops on the middle part of the middle reel 32M), resulting in a so-called off-mode of the upper-row watermelon tempai. Also, when the symbol corresponding to the 7th replay game winning stops on the effective line ML, the "Watermelon" symbol stops on the upper part of the left reel 32L and the middle part of the middle reel 32M, while the "Watermelon" symbol does not stop on the lower part of the right reel 32R (the "Watermelon" symbol stops on the upper part of the right reel 32R), resulting in a so-called off-mode of the downward-right watermelon tempai.

[0054] For the 8th replay game, a winning combination is formed when the "Watermelon" symbol on the left reel 32L, the "White 7", "Cherry", "Red Clam" or "Young Man" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 13(a), when the symbols corresponding to the 8th replay game winning combination stop on the active line ML, the "Watermelon" symbols align and stop on the middle line L2.

[0055] For the 9th replay game, a winning combination is formed when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" or "Red Clam" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 13(b), when the symbols corresponding to the 9th replay game winning combination stop on the active line ML, the "Replay" symbols stop in the middle sections of the left reel 32L and the middle reel 32M, while the "Replay" symbol does not stop in the middle section of the right reel 32R (the "Bell" symbol stops in the middle section of the right reel 32R), resulting in a stop pattern that is outside the so-called middle-reel replay temper.

[0056] The 10th replay game awards a prize when the "BAR" symbol on the left reel 32L, the "White 7" symbol, "BAR" symbol, "Cherry" symbol, "Red Shell" symbol or "Young Man" symbol on the middle reel 32M, and the "Red 7" symbol, "White 7" symbol, "BAR" symbol, "Cherry" symbol, "White Shell" symbol or "Young Man" symbol on the right reel 32R stop on the valid line ML. Also, the 12th replay game awards a prize when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the middle reel 32M, and the "Bell" symbol, "Watermelon" symbol or "Red Shell" symbol on the right reel 32R stop on the valid line ML. As shown in FIGS. 13(c) and 13(d), when a symbol corresponding to the 10th replay game prize or the 12th replay game prize stops on the valid line ML, the "Cherry" symbol stops at the lower stage of the left reel 32L. When winning the 10th replay game or the 12th replay game, if a stop operation is performed aiming for the "Cherry" symbol on the right reel 32R, the "Cherry" symbol stops at the upper stage in the case of winning the 10th replay game prize, and the "Cherry" symbol stops at the middle or lower stage in the case of winning the 12th replay game prize. Therefore, it is possible to distinguish between the 10th replay game prize and the 12th replay game prize. The 11th replay game awards a prize when it is not possible to win the 10th replay game or the 12th replay game, that is, when a miss may occur.

[0057] As state transition prizes where only game state transitions occur, there are the 1st BB prize and the 2nd BB prize.

[0058] When the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the valid line ML, the 1st BB prize is awarded. When the 1st BB prize is won, the game state transitions to the 1st BB state. When a symbol corresponding to the 1st BB prize stops on the valid line ML, as shown in FIG. 14(a), the "BAR" symbols align and stop on the upward right line L5, or as shown in FIG. 14(b), the "Red 7" symbol, "Red 7" symbol, and "BAR" symbol stop in order from the left on the upward right line L5.

[0059] When the "Red Shell" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the effective line ML, it is a second BB win. When the second BB win is established, the game state shifts to the second BB state. When the symbols corresponding to the second BB win stop on the effective line ML, as shown in FIG. 14(c), the "White 7" symbols align and stop on the lower line L3, or as shown in FIG. 14(d), the "White 7" symbol, the "White 7" symbol, and the "Red 7" symbol stop in order from the left on the lower line L3.

[0060] A start lever 41 for operating to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 25. The start lever 41 constitutes start operation means or starting operation means for starting the rotation of the reels 32L, 32M, and 32R, that is, for starting the variable display of symbols. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.

[0061] Button-shaped stop switches 42 to 44 for operating to individually stop the rotating reels 32L, 32M, and 32R are provided on the right side of the start lever 41. Each of the stop switches 42 to 44 is disposed directly below the display windows 26L, 26M, and 26R corresponding to the reels 32L, 32M, and 32R to be stopped, respectively.

[0062] Stop switches 42 to 44 are each connected to stop detection sensors 42a to 44a (FIG. 15), and the stop detection sensors 42a to 44a and a main control device 101 described later are connected. Then, based on the detection signals from the stop detection sensors 42a to 44a, the main control device 101 grasps that the stop switches 42 to 44 have been operated. Specifically, when the stop switches 42 to 44 are not operated, detection signals of LOW signals are output from the stop detection sensors 42a to 44a, and when the stop switches 42 to 44 are operated, the detection signals are switched from LOW signals to HI signals. The main control device 101 grasps such a signal switch and grasps that the stop switches 42 to 44 have been operated. When the main control device 101 grasps that the stop switches 42 to 44 have been operated, it controls to stop the rotation of the reel corresponding to the operated switch.

[0063] That is, when the left stop switch 42 is operated, the rotation of the left reel 32L stops, when the middle stop switch 43 is operated, the rotation of the middle reel 32M stops, and when the right stop switch 44 is operated, the rotation of the right reel 32R stops. The stop switches 42 to 44 constitute stop operation means that are operated to stop the variable display of the symbols based on the rotation of the reels 32L, 32M, and 32R.

[0064] Stop lamps 42b to 44b are each built into the stop switches 42 to 44. The light from the stop lamps 42b to 44b partially penetrates the operation surfaces of the stop switches 42 to 44, and the light of the stop lamps 42b to 44b can be visually recognized through the stop switches 42 to 44. When the operation of the stop switches 42 to 44 becomes effective, the stop lamps 42b to 44b are controlled to light up, and when the operation of the stop switches 42 to 44 becomes ineffective, the corresponding stop lamps 42b to 44b are each controlled to turn off.

[0065] Below the lower right sides of the windows 26L, 26M, and 26R, a medal insertion slot 45 for inserting medals is provided. The medal insertion slot 45 constitutes an input means for inputting game media. Also, focusing on the fact that the medal insertion slot 45 involves the operation of directly inserting medals by the player, it can also be said to constitute a direct input means for directly inputting game media.

[0066] The medals inserted from the medal insertion slot 45 are guided by a selector 46, which is a passage switching means provided on the back surface of the front door 12, to either a storage passage 47 or a discharge passage 48. More specifically, the selector 46 is provided with a medal passage switching solenoid 46a. When the medal passage switching solenoid 46a is not energized, the medals are guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is energized, the medals are guided to the storage passage 47 side. The medals guided to the storage passage 47 are guided to a hopper device 51 housed inside the housing 11. On the other hand, the medals guided to the discharge passage 48 are guided from a medal discharge port 49 provided at the lower front of the front door 12 to a medal tray 50 and returned to the player.

[0067] The hopper device 51 is composed of a storage tank 52 for storing medals and a payout device 53 for paying out medals to the player. The payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals to an opening 48a provided in the discharge passage 48 and pay out medals to the medal tray 50 through the discharge passage 48. Also, on the right side of the hopper device 51, a reserve tank 54 is provided to avoid storing more than a predetermined amount of medals in the storage tank 52. Inside the storage tank 52 of the hopper device 51, a guide plate 52a for discharging medals from the storage tank 52 to the reserve tank 54 is provided. Therefore, when medals are stored above the height where the guide plate 52a is provided, such medals will be stored in the reserve tank 54.

[0068] A button-shaped return switch 55 is provided below the medal insertion slot 45. If the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is stuck in the selector 46, the selector 46 is mechanically linked and operated, and the medal stuck in the selector 46 is returned from the medal discharge slot 49.

[0069] Below the lower left sides of the windows 26L, 26M, and 26R, a first credit input switch 56 is provided for inputting a specific number of virtual medals, which are credited as game media, at once, out of a predetermined specific number among the specified number of games. The specific number is set according to the progress of the game. For example, when the specified number of games is set to 3 and the specific number is set to 3, if the first credit input switch 56 is operated, 3 virtual medals are input on the condition that there is credit. When the specified number of games is set to 2 and the specific number is set to 2, if the first credit input switch 56 is operated, 2 virtual medals are input on the condition that there is credit. When the specified number of games is set to 3 or 2 and the specific number is set to 3, if the first credit input switch 56 is operated, 3 virtual medals are input on the condition that there is credit. When the specified number of games is set to 3 or 2 and the specific number is set to 2, if the first credit input switch 56 is operated, 2 virtual medals are input on the condition that there is credit. Also, a second credit input switch 57 is provided to the left of the first credit input switch 56. The second credit input switch 57 is for inputting 2 virtual medals. Each of the credit input switches 56 and 57 constitutes an input means for inputting game media together with the medal input port 45. Also, while the medal input port 45 involves the operation of directly inputting medals by the player, if we focus on the fact that each of the credit input switches 56 and 57 only involves the operation of inputting virtual medals based on stored memory, it can also be said that they constitute an indirect input means for indirectly inputting game media. In this slot machine 10, no credit input switch is provided for inputting 1 virtual medal.

[0070] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that a player will normally proceed with a game by operating the first credit insertion switch 56. In other words, it is expected that a player will normally insert a set specific number of coins out of the specified number to play a game.

[0071] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is provided an effect switch 66 which is operated when an effect occurs.

[0072] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement switch 59 is operated while virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal outlet 49. In this case, when attention is focused on the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.

[0073] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout number display section 62 that displays the number of medals paid out when a win occurs. These display sections 60 to 62 are configured with 7-segment displays, but they can of course be replaced with liquid crystal displays or the like.

[0074] Below the display windows 26L, 26M, and 26R in the game panel 25 and to the right of the payout number display section 62, there is an instruction monitor 68 having a push order display for notifying the operation order of the stop switches 42 to 44 and a section display for indicating a favorable section which is a section where the winning rate of a minor winning combination is changed by notifying the operation order and the game can be advanced in a favorable situation for the player. The instruction monitor 68 will be described in detail later.

[0075] On the upper part of the front door 12, there are an upper lamp 63 that lights up or blinks as the game progresses, a pair of left and right speakers 64 that play various sound effects and notify the player of the game state as the game progresses, and an auxiliary display section 65 that provides various information to the player. The auxiliary display section 65 is for executing various display effects as the game progresses. Since the game by each reel 32L, 32M, 32R can be considered as being by the main display section, it is referred to as the auxiliary display section 65 in this embodiment. On the back surface of the auxiliary display section 65, there are provided an upper lamp 63, speakers 64, and a display control device 81 for driving the auxiliary display section 65.

[0076] In the front door 12, below the game panel 25 and below the stop switches 42 to 44, there is provided a lower display section 69 on which the model name of the gaming machine is described or which constitutes a predetermined display screen. Note that the lower display section 69 may be configured as a liquid crystal display section, operation buttons for effects may be provided on the lower display section 69, or the entire lower display section 69 may be configured to be operable.

[0077] Inside the housing 11, on the left side of the hopper device 51, a power supply box 70 is provided. The power supply box 70 houses a power supply device 91 inside and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is a start switch for supplying power to each part including the main control device 101. The reset switch 72 is a switch for resetting the error state of the slot machine 10. Also, the setting key insertion hole 73 is for a hall manager or the like to adjust the medal payout. That is, when a hall manager or the like inserts a setting key into the setting key insertion hole 73 and performs an ON operation, the winning probability (set value) of the slot machine 10 can be set. Note that the reset switch 72 is also operated when changing the winning probability of the slot machine 10 in addition to resetting the error state.

[0078] Above the reel unit 31, a main control device 101 for overall management of the game is attached to the housing 11.

[0079] The main control device 101 is provided with a ratio monitor 77 for indicating the ratio of a game state advantageous to the player and a state that is not. The ratio monitor 77 is installed on the side facing the front of the gaming machine in the main control device 101 so that it can be visually recognized from the front of the gaming machine when the front door 12 is in the open state and cannot be visually recognized when the front door 12 is in the closed state. More specifically, it is housed in the substrate box such that the display surface of the ratio monitor 77 can be visually recognized through the substrate box in which the main control device 101 is housed. Incidentally, when the front door 12 is in the closed state, the ratio monitor 77 cannot be visually recognized even through gaps such as the display windows 26L to 26R, and it is impossible to check the ratio monitor 77 unless the locked state is released by a predetermined key operation on the key cylinder 21 and the front door 12 is opened. Note that the ratio monitor 77 will be described in detail later.

[0080] Next, the electrical configuration of this slot machine 10 will be described based on the block diagrams of FIGS. 15 and 16.

[0081] The main control device 101 is equipped with a microcomputer centered around a CPU 102, which is a calculation processing means. In addition to a power supply device 91, the CPU 102 is connected to a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, and the like via an internal bus. The main control device 101 functions as a main board built into the slot machine 10.

[0082] Various sensors are connected to the input side of the main control device 101, including the reel unit 31 (more specifically, a reel index sensor that individually detects when each reel 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operation of each stop switch 42 to 44, an inserted medal detection sensor 45a that detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects when a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0083] Furthermore, a power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power outage monitoring circuit 91b, and the like.

[0084] The power failure monitoring circuit 91b monitors the power-off state and is for generating a power failure signal not only during a power failure but also when the power is cut off by the power switch 71. Therefore, the power failure monitoring circuit 91b monitors the stabilized drive voltage of 12 volts DC in this example output from the power supply unit 91a, and when this drive voltage drops to less than 10 volts, for example, it is determined that the power supply has been cut off and a power failure signal is output. The power failure signal is supplied to each of the CPU 102 and the input / output port 104, and the CPU 102 executes the power failure process described later by recognizing this power failure signal. Also, this power failure signal is configured to be supplied to the display control device 81 as well.

[0085] The power supply unit 91a is configured such that even when the output voltage drops to less than 10 volts, a stabilized voltage of 5 volts that is used as a drive voltage in the control system such as the main control device 101 is output. As for the time during which this stabilized voltage is output, sufficient time is ensured for the main control device 101 to execute the power failure process.

[0086] On the output side of the main control device 101, there are an external centralized terminal board 121 etc. that can transmit information to a reel unit 31 (more specifically, a stepping motor for rotating each of the reels 32L, 32M, 32R), a medal passage switching solenoid 46a provided in the selector 46, a hopper device 51, a credit display unit 60, a remaining payout number display unit 61, a payout number display unit 62, an instruction monitor 68, a winning ratio monitor 77, a display control device 81, a hall management device (not shown), etc., and they are connected via the input / output port 104.

[0087] The above-mentioned CPU 102 has built-in ROM 105 which stores various control programs and fixed value data executed by the CPU 102, and RAM 106 which secures a working area for temporarily storing various data when executing the control programs stored in ROM 105, as well as various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, and various counters, such as a credit counter which counts the number of credits, although not shown. The ROM 105 and RAM 106 form a main memory as storage means, and programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.

[0088] The RAM 106 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 91 even after the power to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memory for temporarily storing various data, a win flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a setting value information storage area 106c for storing setting values.

[0089] The backup area is an area for storing the value of the stack pointer at the time of power cutoff (including power cutoff by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before power cutoff based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see Figure 17) when power is cut off, and the restoration of each value written to the backup area is performed in the main processing when power is turned on.

[0090] Also, the NMI terminal (non-maskable interrupt terminal) of the CPU 102 is configured such that a power failure signal from the power failure monitoring circuit 91b is input when the power supply is cut off due to the occurrence of a power failure or the like. And when the power supply is cut off, NMI interrupt processing as power failure flag generation processing is immediately executed.

[0091] As shown in FIG. 16, the display control device 81 is equipped with a microcomputer centered around the CPU 181 which is an arithmetic processing means. In the CPU 181, a ROM 182 that stores various control programs and fixed value data executed by this CPU 181, and a RAM 183 for securing a work area for temporarily storing various data when executing the control programs stored in the ROM 182 are built in.

[0092] The display control device 81 is provided with an input / output port (not shown). The main control device 101 is connected to the input side, and the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are connected to the output side. Then, based on various commands input from the main control device 101, the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are driven and controlled. That is, the display control device 81 serves as a sub-base that executes auxiliary control in relation to the main control device 101 which is the main base for overall management of the game. That is, by providing a sub-base for the voice, lamps, and displays related to the indirect game, the burden on the main base is reduced.

[0093] An effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66) and the like are connected to the input side of the display control device 81. In addition, the various display units 60 to 62, 68 may also be configured to be driven and controlled by the display control device 81.

[0094] In addition, all or some of the components 42b to 44b, 63 to 65 connected to the display control device 81 may be directly connected to the main control device 101, and the main control device 101 may directly control all or some of these components 42b to 44b, 63 to 65.

[0095] Next, we will explain each control process executed by the CPU 102 of the main control device 101. The processes of the CPU 102 can be broadly divided into main processing which is started when the power is turned on, timer interrupt processing which is started periodically (every 1.49 msec in this embodiment), and NMI interrupt processing which is started when a power outage signal is input to the NMI terminal. Below, we will explain the processes related to the progress of the game, i.e., timer interrupt processing, and normal processing performed in the main processing.

[0096] FIG. 17 is a flowchart of the timer interrupt process that is periodically executed by the main control device 101, and the CPU 102 of the main control device 101 generates a timer interrupt every 1.49 msec, for example.

[0097] First, in the register save process shown in step S101, the values of all registers in the CPU 102 used in normal processing, which will be described later, are saved to a backup area in the RAM 106. In step S102, it is checked whether the power outage flag is set, and if the power outage flag is set, the process proceeds to step S103, where power outage processing is executed.

[0098] Here, the power outage process will be outlined.

[0099] When the power supply is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply device 91, and the power outage signal is input to the main control device 101 via the NMI terminal. When the power outage signal is input, the main control device 101 immediately executes NMI interrupt processing and sets a power outage flag in a power outage flag storage area provided in the RAM 106.

[0100] In the power outage processing, the system first determines whether command transmission has finished. If transmission has not finished, the system terminates this processing, returns to the timer interrupt processing, and ends command transmission. If command transmission has finished, the value of the stack pointer of the CPU 102 is saved in the backup area of the RAM 106. Then, the output status of the output port of the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a RAM judgment value is calculated to determine whether the data in the RAM 106 is normal and saved in the backup area, thereby prohibiting further RAM access. After the above processing is performed, the system enters an infinite loop in preparation for a complete power outage that would prevent processing from being executed. Note that, in consideration of the possibility that the power outage flag may be erroneously set due to noise, for example, the system checks whether a power outage signal is being output before entering the infinite loop. If the power outage signal is not being output, this indicates that the system has recovered from the power outage, and writing to the RAM 106 is permitted, the power outage flag is reset, and the system returns to the timer interrupt processing. If the power outage signal continues to be output, the system enters the infinite loop. Incidentally, even under an infinite loop, it is checked whether or not a power outage signal is being output, and if the power outage signal is no longer being output, the process proceeds to the main processing.

[0101] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step S102, various processes from step S104 onwards are carried out.

[0102] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of malfunction. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors, which are the respective reel driving motors, to rotate each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the states of various sensors (see FIG. 15) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read result is normal. In step S108, a timer update process is performed to subtract and add the values of the respective counters and timers. In step S109, a counter process is performed to output the results of counting the number of bet medals and the number of payout medals to the external centralized terminal board 121.

[0103] In step S110, a command output process is performed to transmit various commands such as a lottery result command, which will be described later, to the display control device 81. In step S111, a segment data setting process is performed to set the segment data respectively displayed on the credit display unit 60, the remaining payout number display unit 61, the payout number display unit 62, and the instruction monitor 68. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each of the display units 60 to 62 and 68 to display the corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values of the respective registers saved in the backup area in the previous step S101 are restored to the corresponding registers in the CPU 102. Then, in step S115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.

[0104] Next, the normal process for performing the main control related to the game will be described based on the flowchart of FIG. 18.

[0105] First, in step S201, an interrupt permission process for permitting the next timer interrupt is performed. In step S202, a pre-start process for enabling the game is performed. In the pre-start process, the display control device 81 and the like wait until the initialization is completed. When the initialization of the display control device 81 and the like is completed, the game management process shown in steps S203 to S212 is performed.

[0106] As the game management process, in step S203, data such as various game information stored in the RAM 106 (for example, the random number value used in the previous game) is cleared. Then, in step S204, a start waiting process is performed.

[0107] In the start waiting process, it is determined whether any replay winning has occurred in the previous game. If any replay winning has occurred, an automatic input process for automatically inputting the same number of virtual medals as the previous bet number is performed, and the start waiting process ends. Specifically, for example, when a replay winning occurs in a 3-bet game, a process of automatically inputting 3 virtual medals is performed, and when a replay winning occurs in a 2-bet game, a process of automatically inputting 2 virtual medals is performed.

[0108] Note that in the automatic input process, the virtual medals are input without reducing the number of virtual medals displayed on the credit display unit 60. That is, when any replay winning has occurred in the previous game, the player can play the current game without reducing the medals owned and without inputting medals. If no replay winning has occurred, a sensor abnormality confirmation process is performed to check whether an abnormality has occurred in the sensor reading result obtained in the sensor monitoring process (step S107) of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to set the slot machine 10 to an error state and notify the occurrence of the error. Such an error state is maintained until the reset switch 72 is operated. When the sensor reading result is normal, it is determined whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process for paying out the same number of medals as the credited virtual medals is performed.

[0109] After the medal return process is completed or when the settlement switch 59 is not operated, it is determined whether the medal insertion or credit insertion switches 56 and 57 have been operated between the previous start waiting process and the current start waiting process. If either is performed, a medal insertion process for changing the number of bets or the like is performed, and the start waiting process is terminated. Also, if neither the medal insertion nor the credit insertion switches 56 and 57 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated as it is.

[0110] After the start waiting process is completed, in step S205, it is determined whether the number of medal bets has reached the specified number. In this slot machine 10, "3" is set as the specified number in the bonus state (BB state), and "2" and "3" are set as the specified numbers in game states other than the bonus state. That is, in the bonus state, an affirmative determination is made in step S205 on the condition that the number of bets is "3", and in states other than the bonus state, an affirmative determination is made in step S205 on the condition that the number of bets is "2" or "3". In other words, in game states other than the bonus state, if no medals are bet, or if medals are bet but the number of bets is "1", a negative determination is made in step S205. If the number of bets has not reached the specified number, the process returns to the start waiting process in step S204, and the processes after the sensor abnormality confirmation process in that process are performed.

[0111] When the number of bets has reached the specified number, a bet command including the information on the number of bets, which has been determined to be affirmative in step S205, is set as an output target to the display control device 81 as the control device on the sub side in step S206. The command set here is output to the display control device 81 in step S110 in the timer interrupt process. In the display control device 81 that has received the bet command, processing for notification based on the bet operation (for example, notification that the game start condition has been satisfied or notification of the lottery result in the previous game) is executed, and control of the speaker 64 and the auxiliary display unit 65 is performed.

[0112] After the process of step S206 is executed, it is determined in step S207 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start wait process of step S204, and the processes after the sensor abnormality confirmation process in the said process are performed.

[0113] On the other hand, when the start lever 41 is operated, since the game can be started when the start lever 41 is operated in a situation where the specified number of medals have been bet, it means that a start command has been generated to start the game. In such a case, in step S208, an effective line setting process is performed to set the combination line corresponding to the number of bets as an effective line. That is, only the bent line L6 is set as the effective line. In step S209, the medal passage switching solenoid 46a is switched to the non-excited state to prohibit bet reception. Thereafter, the lottery process of step S210, the reel control process of step S211, and the medal payout process of step S212 are executed in order, and the process returns to step S203.

[0114] Next, the lottery process of step S210 will be described based on the flowchart of FIG. 19.

[0115] In step S301, a random number used for determining the validity of a role is acquired. In this slot machine 10, when the start lever 41 is operated, the hard circuit is configured to latch the value of the free run counter at that time. The free run counter generates random numbers from 0 to 65535, and after the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hard circuit in the RAM 106. With such a configuration, it becomes possible to quickly acquire a random number at the timing when the start lever 41 is operated, and it becomes possible to avoid problems such as synchronization. The hard circuit of this slot machine 10 is configured to latch the value of the free run counter each time the start lever 41 is operated.

[0116] After acquiring the random number, in step S302, a lottery table for determining the validity of a role is selected. In this slot machine 10, as game states, there are roughly a normal game state and a bonus state, and the lottery tables are set for each game state respectively. And in the normal game state, since the specified number of bet sheets is set to "3" and "2" as described above, the lottery tables for the normal game state are set with a lottery table for a 3-bet game and a lottery table for a 2-bet game.

[0117] That is, in step S302, a lottery table corresponding to the number of bets and the game state is selected. For example, when the number of bets is "3" and none of the bonus state flags are set, it is determined that the current game state is the normal game state, and the lottery table for the normal game state is selected. Then, if the current game is a 3-bet game, the lottery table for the normal game state for the 3-bet game (FIG. 20) is selected, and if the current game is a 2-bet game, the lottery table for the normal game state for the 2-bet game (FIG. 21) is selected. In addition, in this slot machine 10, six levels of winning probabilities from "Setting 1" to "Setting 6" are prepared in advance. By inserting a setting key into the setting key insertion hole and performing an ON operation and a predetermined operation, it is possible to set based on which winning probability the internal processing is to be executed. In step S302, when the setting state is "Setting 1", the lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", the lottery table with the highest expected value of medal payout is selected.

[0118] Here, a supplementary explanation will be given regarding the process related to the setting of the winning probability.

[0119] The winning probability setting process is executed in the main process that is started by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is started after the initialization process of the RAM 106 when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and is in the ON operation state. In the winning probability setting process, as a predetermined operation, the set value is updated by 1 for each operation of the start lever 41. For example, each time the start lever 41 is operated, the set value is updated so that it becomes "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1". Each set value is displayed on the credit display unit 60, for example, and the display is also updated for each update of the above set value. Then, the operation of the start lever 41 with the setting key detection sensor 73a in the OFF operation state is regarded as the confirmation operation of the set value, and the set value at that time is taken as the current set value, and the winning probability setting process is terminated. Based on the end of the winning probability setting process, the display on the credit display unit 60 also ends. The set value set in the winning probability setting process is stored and held in the RAM 106 until the next winning probability setting process is started. In step S302, based on this stored set value, a process of selecting a lottery table is to be performed.

[0120] The lottery table will be briefly described. FIG. 20 is a lottery table for the normal game state selected in the 3 - bet game in the normal game state. FIG. 21 is a lottery table for the normal game state selected in the 2 - bet game in the normal game state. An index value IV is set in the lottery table, and for each index value IV, a winning combination is uniquely associated and a point value PV is set.

[0121] After selecting the lottery table, in step S303, the index value IV is set to 1, and in the subsequent step S304, a determination value DV used for determining the success or failure of a role is set. In such a determination value setting process, the current point value PV corresponding to the current index value IV is added to the current determination value DV to set a new determination value DV. In the first determination value setting process, the random number value obtained in step S301 is used as the current determination value DV, and the point value PV corresponding to 1, which is the current index value IV, is added to this random number value to obtain a new determination value DV.

[0122] Thereafter, in step S305, a determination of the success or failure of the role corresponding to the index value IV is made. In the determination of the success or failure of the role, it is determined whether the determination value DV exceeds 65535. If it exceeds 65535, in step S306, a process of setting the winning flag of the game result corresponding to the index value IV that was positively determined in step S305 in the winning flag storage area 106a is executed. For example, when the determination value DV exceeds 65535 when IV = 23, the seventh minor winning flag and the eighth minor winning flag are set in step S306. Also, when the determination value DV exceeds 65535 when IV = 25, the first BB winning flag is set in step S306, and when the determination value DV exceeds 65535 when IV = 26, the second BB winning flag is set in step S306.

[0123] Incidentally, if the set winning flag is not the winning flag indicating winning the first BB (the first BB winning flag) or the winning flag indicating winning the second BB (the second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the end of the game in which the corresponding winning flag was set (see S203 of the normal process). On the other hand, if the winning flag is the first BB winning flag or the second BB winning flag, these winning flags are reset on the condition that the corresponding winning has been established. That is, the first BB winning flag and the second BB winning flag may be valid over a plurality of games.

[0124] In step S306 in the state where the first BB winning flag or the second BB winning flag is carried over, if a winning has occurred for a role other than the first BB and the second BB, the corresponding winning flag is set; if no winning has occurred for a role other than the first BB and the second BB, the corresponding winning flag is not set.

[0125] That is, for example, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 at, for example, index value IV = 25, the first BB winning flag is not set. Also, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 at, for example, index value IV = 11, the first minor role winning flag, the ninth minor role winning flag, the tenth minor role winning flag, and the thirteenth minor role winning flag are set.

[0126] Prepare a separate lottery table for the state where the first BB winning flag or the second BB winning flag is carried over. In the state where the first BB winning flag or the second BB winning flag is carried over, the lottery process may be performed using the separately prepared lottery table. In this case, in the separately prepared lottery table, it is advisable to set each index value IV and point value PV so as not to win the first BB and the second BB.

[0127] If the determination value DV does not exceed 65535 in step S305, it means that the index value IV has lost the corresponding role. In such a case, the index value IV is incremented by 1 in step S307. In the subsequent step S308, it is determined whether there is a role corresponding to the index value IV, that is, whether there is a determination target for the pass / fail determination. Specifically, it is determined whether the incremented index value IV exceeds the maximum index value IV set in the lottery table. If there is a determination target for the pass / fail determination, the process returns to step S304 to continue the pass / fail determination of the role. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the determination value DV used for the previous pass / fail determination of the role (that is, the current determination value DV) to obtain a new determination value DV. In step S305, the pass / fail determination of the role is performed based on the determination value DV.

[0128] Incidentally, when determining the success or failure of a role using the lottery table shown in Fig. 20, that is, when playing a game with 3 bets in the normal gaming state, the probability of winning the normal replay A (the probability of winning when IV = 1) is about 1 in 27.3 in setting 1, about 1 in 27.5 in setting 3, and about 1 in 28.3 in setting 6. It is set so that the higher the setting value, the less likely it is to win. The probability of winning the normal replay B (the probability of winning when IV = 2) and the probability of winning the normal replay C (the probability of winning when IV = 3) are both about 1 in 26.2 regardless of the setting value. The probability of winning the chance target A (the probability of winning when IV = 4) is about 1 in 164 regardless of the setting value, the probability of winning the chance target B (the probability of winning when IV = 5) is about 1 in 262 regardless of the setting value, and the probability of winning the chance target C (the probability of winning when IV = 6) is about 1 in 16,400 regardless of the setting value. It is set so that chance target B is more likely to win than chance target C, and chance target A is more likely to win than chance target B. The probability of winning the cherry A (the probability of winning when IV = 7) is about 1 in 107 in setting 1, about 1 in 104 in setting 3, and about 1 in 93.6 in setting 6. It is set so that the higher the setting value, the more likely it is to win. The probability of winning the cherry B (the probability of winning when IV = 8) is about 1 in 215 regardless of the setting value, and the probability of winning the cherry C (the probability of winning when IV = 9) is about 1 in 13,100 regardless of the setting value. It is set so that cherry B is more likely to win than cherry C, and cherry A is more likely to win than cherry B. The probability of winning the common bell (the probability of winning when IV = 10) is about 1 in 504 regardless of the setting value. The probability of winning the sequential push bell 1, sequential push bell 2, sandwich push bell 1, sandwich push bell 2, middle sequential push bell 1, middle sequential push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse sandwich bell 1, reverse sandwich bell 2, reverse push bell 1, reverse push bell 2 (hereinafter, these are collectively referred to as the push order bells) (the probability of winning when IV = 11 to 22) is about 1 in 18.4 respectively regardless of the setting value. When summarizing the probability of winning the push order bells, it is about 1 in 1.56.The probability of winning the watermelon (the probability of winning when IV = 23) is approximately 1 / 107 regardless of the setting value. The probability of winning the first BB (the probability of winning when IV = 25) is approximately 1 / 6.22 regardless of the setting value, and it is set higher than the winning probabilities of other roles (re - play games, small roles, IV = 1 - 24). In the 3 - bet game, it is set not to win the duplicate single - card role (IV = 24) or the second BB (IV = 26) (0 is set for the corresponding point value PV).

[0129] In addition, when playing the game in the 3 - bet game in the normal game state, a special role (IV = 27) is set where winning any of the first small role to the sixth small role and the 33rd small role is possible. The probability of winning the special role (the probability of winning when IV = 27) is approximately 1 / 20 regardless of the setting value. The special role will be explained in detail later.

[0130] In the 3 - bet game, the probability of not winning any role including the first BB is 0. And in the situation where the first BB is won, the probability of not winning any role in the 3 - bet game is approximately 1 / 6.22 (the part of the first BB) regardless of the setting value.

[0131] On the other hand, when determining whether a role is successful or not using the lottery table shown in FIG. 21, that is, when playing a game with a 2-bet game in the normal game state, the probabilities of winning for normal replay A, normal replay B, normal replay C, chance symbol A, chance symbol B, chance symbol C, cherry A, cherry B, and cherry C (the probabilities of winning when IV = 1 to 9) are the same as the probabilities when playing a game with the above 3-bet game. The probability of winning the common bell (the probability of winning when IV = 10) is approximately 1 / 9.64 regardless of the set value, and it is set to be easier to win than when playing a game with a 3-bet game. The push order bell (IV = 11 to 22) is set not to win in a 2-bet game. The probability of winning the watermelon (the probability of winning when IV = 23) is approximately 1 / 257 regardless of the set value, and it is set to be less likely to win than when playing a game with a 3-bet game. In a 2-bet game, it is set to be possible to win the duplicate single-symbol role (IV = 24), and the probability is approximately 1 / 1.81 regardless of the set value. Also, in a 2-bet game, it is set not to win the first BB (IV = 25), while it is set to be possible to win the second BB (IV = 26), and the probability is approximately 1 / 4.95 regardless of the set value. In a 2-bet game as well, the probability of not winning any role including the second BB is 0. And in the situation of winning the second BB, the probability of not winning any role in a 2-bet game is approximately 1 / 4.95 (for the second BB) regardless of the set value.

[0132] After setting the winning flag in step S306, or when it is determined in step S308 that there is no determination target to be determined as successful or not, it means that the determination of whether a role is successful or not has ended. In such a case, proceed to step S309, and perform a freeze lottery process to determine whether to execute a freeze effect that invalidates the operations of the stop switches 42 to 44 for a predetermined period.

[0133] In the subsequent step S310, lottery result corresponding processing is performed. In the lottery result corresponding processing, processing such as whether to shift the game state according to the lottery results of steps S301 to S308 and processing for notifying the winning order combination are performed. The lottery result corresponding processing will be described in detail later.

[0134] After executing the processing of step S310, lottery result command setting processing for setting a lottery result command is executed in step S311. Although the details of the lottery result command setting processing will be described in detail later, the lottery result command is a command transmitted to the display control device 81 to enable grasping of the result of winning or losing determination of the combination. However, in normal processing, only various commands such as the above lottery result command are set in the ring buffer, and no command is transmitted to the display control device 81. The command transmission to the display control device 81 is performed in the command output processing (step S110) of the timer interrupt processing described above.

[0135] And in step S312, a stop information setting process is executed to set the symbols that can stop on each of the reels 32L, 32M, and 32R based on the lottery result of the current game. In the stop information setting process, based on the winning flag set in step S306, stop symbol information corresponding to the winning combinations is set. For example, when winning on the push-order bell 1 (winning when IV = 11), and the first minor winning flag, the ninth minor winning flag, the tenth minor winning flag, and the thirteenth minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the first minor combination, the ninth minor combination, the tenth minor combination, and the thirteenth minor combination can stop on each of the reels 32L, 32M, and 32R. Also, when winning on the watermelon (winning when IV = 23), and the seventh minor winning flag and the eighth minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the seventh minor combination and the eighth minor combination can stop on each of the reels 32L, 32M, and 32R. Further, in the stop information setting process, when winning on a special combination (winning when IV = 27), and the first minor winning flag to the sixth minor winning flag and the thirty-third minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the first minor combination to the sixth minor combination and the thirty-third minor combination can stop on each of the reels 32L, 32M, and 32R.

[0136] In this slot machine 10, the first BB is set so that winning can be achieved only in a 3 - bet game, and the second BB is set so that winning can be achieved only in a 2 - bet game. Therefore, even when the first BB winning flag is set, if the game is started in a 2 - bet game, in the stop information setting process of step S312, the stop symbol information for achieving the first BB win is not set (the stop symbol information for avoiding the first BB win is set). Also, even when the second BB winning flag is set, if the game is started in a 3 - bet game, in the stop information setting process of step S312, the stop symbol information for achieving the second BB win is not set (the stop symbol information for avoiding the second BB win is set).

[0137] In the subsequent step S313, when a plurality of stoppable symbol information is set in step S312, a priority setting process for setting the priority thereof is executed. For example, when winning multiple winning types among the winning types of minor winning combinations, replay, and bonus, the following priority is set. When winning both a minor winning combination and a bonus, the minor winning combination winning takes precedence. If the minor winning combination winning cannot be established, the bonus winning is established, and the priority is set. When winning both a replay and a bonus, the replay winning takes precedence and the priority is set.

[0138] For example, in a situation where the first BB is won (the first BB winning flag is set and the first BB winning is carried over), and further winning the watermelon, and the stop symbol information corresponding to the first BB winning, the seventh minor winning combination winning, and the eighth minor winning combination winning is set, the priority is set so that the seventh minor winning combination winning and the eighth minor winning combination winning take precedence over the first BB winning. Also, in a situation where the second BB is won (the second BB winning flag is set and the second BB winning is carried over), and further winning the normal replay A, and the stop symbol information corresponding to the second BB winning, the first replay, the second replay, the third replay, and the fourth replay winning is set, the priority is set so that each replay winning takes precedence over the second BB winning.

[0139] Here, when winning a replay, the combination of symbols for winning is set so that any one of the winning replays is sure to win. That is, when winning a replay, the replay winning is sure to be established, and no omission occurs. Therefore, when the stop symbol information for a replay and a bonus is set, any one of the set replays is sure to win, and the bonus winning does not occur.

[0140] Furthermore, in the priority setting process of step S313, when a special role is elected and the stop symbol information corresponding to the first to sixth minor role wins and the 33rd minor role win is set, if the stop switches 42 to 44 are operated in the first operation mode, the 33rd minor role win is established with priority, and if they are operated in the second operation mode, the priority is set so that the first to sixth minor role wins are established with priority.

[0141] After the process of step S313 is executed, the interval display first process is executed in step S314, and then the lottery process is terminated. The interval display first process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and such a process will be described in detail later.

[0142] Next, the reel control process of step S211 will be described based on the flowchart of FIG. 22.

[0143] In the reel control process, first, in step S401, a rotation effect process is performed. The rotation effect process is a process for performing an effect using reel control during the invalid period based on the result of the freeze lottery process performed in step S309, the result of the lottery result corresponding process performed in step S310, and the like. In the subsequent step S402, a rotation start process for starting the rotation of each of the reels 32L, 32M, and 32R is performed.

[0144] In the spin start process, the system checks whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels started spinning in the previous game. If not, the system waits until the wait time has elapsed. If the wait time has elapsed, the system resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area in RAM 106. This process initiates a stepping motor acceleration process in the stepping motor control process (step S106) of the timer interrupt process, causing each of the reels 32L, 32M, and 32R to start spinning. For this reason, even if a player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start spinning. The system then waits until each of the reels 32L, 32M, and 32R spins at a predetermined constant speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R becomes constant, the CPU 102 outputs a progress (command) to that effect to the display control device 81, and the CPU 181 on the display control device 81 lights up the stop lamps 42b to 44b built into each stop switch 42 to 44, thereby notifying the player, etc. that it is now possible to issue a stop command.

[0145] Following the rotation start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, wait until any of the stop switches 42 to 44 is operated. If it is determined that any of the stop switches 42 to 44 has been operated, proceed to step S404 and determine whether the stop switch corresponding to the reel in rotation has been operated, that is, whether a stop command has been generated. If no stop command has been generated, return to step S403 and wait until any of the stop switches 42 to 44 is operated. If a stop command has been generated, set a stop command in step S405. Here, the stop command is a command transmitted to the display control device 81 to identify which stop switch has been operated to generate the stop command. When the stop command is set, stop control processing shown in steps S406 to S412 is performed to stop the reel in rotation. The display control device 81 that has received the stop command controls the auxiliary display unit 65 and the speaker 64 to perform an effect of stopping the corresponding reel, and also controls to turn off the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that have been operated this time.

[0146] In step S406, the symbol number of the reaching symbol that has reached the base position (the lower stage in this embodiment) at the timing when the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In the subsequent step S407, based on the stop information stored in the stop information storage area 106b, the slip number of the reel to be stopped this time is calculated. In this slot machine 10, as the stop modes for stopping each of the reels 32L, 32M, and 32R, when the stop switches 42 to 44 are operated, there are five stop modes: a stop mode in which the reaching symbol that has reached the base position is stopped as it is; a stop mode in which the corresponding reel is stopped after slipping by one symbol; a stop mode in which the corresponding reel is stopped after slipping by two symbols; a stop mode in which the corresponding reel is stopped after slipping by three symbols; and a stop mode in which the corresponding reel is stopped after slipping by four symbols. Therefore, in step S407, a value of any one of 0 to 4 is calculated as the slip number based on the stop information stored in the stop information storage area 106b. Then, in step S_{408}, the calculated slip number is added to the symbol number of the reaching symbol to determine the symbol number of the stop symbol that is actually stopped at the base position. In step S409, it is determined whether or not the symbol number of the reaching symbol of the reel to be stopped this time is equal to the symbol number of the stop symbol. If they are equal, a reel stop process for stopping the rotation of the reel is performed in step S410. Then, in step S411, it is determined whether or not all of the reels 32L, 32M, and 32R have stopped. If all of the reels 32L, 32M, and 32R have not stopped, a stop information second setting process is performed in step S412, and the process returns to step S403.

[0147] Here, the stop information second setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels stop. In the stop information second setting process, the stop information is changed based on the set winning flag and the stop outcome of the stopped reel. In this slot machine 10, for example, when winning occurs when IV = 11 to 22, that is, when winning occurs for the push order bell (see FIGS. 20 and 21), the stop information second setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.

[0148] FIG. 23 is an explanatory diagram showing the correspondence relationship between the winning combination, the operation order of the stop switches 42 to 44, and the established winning mode. For example, when winning for the middle order push bell 1, when the stop switches 42 to 44 are operated in the order of left → middle → right, left → right → middle, middle → right → left, right → left → middle, or right → middle → left, the stop information is set so that the 17th minor winning combination, the 18th minor winning combination, or the 21st minor winning combination is established. When operated in the order of middle → left → right, the stop information is set so that the 3rd minor winning combination is established. However, even when the stop information is set in this way, there may be cases where the corresponding winning combination does not occur depending on the operation timing of the stop switches 42 to 44.

[0149] A brief explanation will be given about the symbol arrangements of the respective reels 32L, 32M, and 32R. In this slot machine 10, the reels 32L, 32M, and 32R can be stopped after slipping a maximum of four symbols from the timing when the stop switches 42 to 44 are operated. For this reason, when the intervals between the same type of symbols on each of the reels 32L, 32M, and 32R are arranged to be four symbols or less, the winning symbol can be stopped on the effective line when the winning symbol is obtained regardless of the operation timing of the stop switches 42 to 44. On the other hand, for symbols arranged so that an interval of five or more symbols is formed, when stopping on the effective line, the player needs to operate the stop switches 42 to 44 aiming at the symbol.

[0150] Taking as an example the case where the medium-push bell 1 is selected and each stop switch 42 to 44 is operated in the order of left → medium → right. In such a case, as described above, stop control of each reel 32L, 32M, 32R is performed to establish the 17th minor winning, the 18th minor winning, or the 21st minor winning.

[0151] The 17th minor symbols on the left reel 32L are the "red 7" symbol and the "BAR" symbol. Also, the 18th minor symbols on the left reel 32L are the "red shell" symbol and the "white shell" symbol. And the 21st minor symbols on the left reel 32L are the "replay" symbol and the "youth" symbol. On the left reel 32L, these 17th minor symbols, 18th minor symbols, and 21st minor symbols are arranged so that the interval between the symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated first, regardless of the operation timing, one of the 17th minor symbols, 18th minor symbols, and 21st minor symbols stops on the effective line (middle stage). In this slot machine 10, when operated at a timing where a plurality of target symbols can be stopped, stop control is performed so that the symbol with the fewest slipping reels stops on the effective line. That is, for example, when the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the lower stage, the fourth "red shell" symbol (2-reel slip), which is the 18th minor symbol, and the fifth "replay" symbol (3-reel slip), which is the 21st minor symbol, can be stopped in the middle stage. However, the stop control of the left reel 32L is performed so that the fourth "red shell" symbol, which has the fewest slipping reels, stops in the middle stage. In this case, although there remains room for the 18th minor winning to be established, the 17th minor winning and the 21st minor winning will not be established.

[0152] When the 18th minor symbol on the left reel 32L stops in the middle stage, in the stop information second setting process, the stop information is changed so that the 18th minor winning can be established.

[0153] The 18th minor winning symbol on the middle reel 32M is the "Replay" symbol. On the left reel 32L, the "Replay" symbols are arranged such that the interval between the "Replay" symbols is 4 symbols or less. Therefore, in this case, stop control is performed so that the "Replay" symbol stops at the upper stage of the middle reel 32M regardless of the operation timing of the middle stop switch 43.

[0154] The 18th minor winning symbols on the right reel 32R are the "White Shell" symbol and the "Youth" symbol. On the right reel 32R, these symbols are arranged such that the interval between the "White Shell" symbol and the "Youth" symbol is 5 symbols or more. That is, depending on the operation timing of the right stop switch 44, there are cases where the "White Shell" symbol or the "Youth" symbol, which is the 18th minor winning symbol, can be stopped at the upper stage and cases where it cannot be stopped at the upper stage. When the right stop switch 44 is operated at a timing when it is possible to stop at the upper stage, the 18th minor winning is established, and when the right stop switch 44 is operated at a timing when it cannot be stopped at the upper stage, it is a so-called miss.

[0155] Here, when the "red shell" symbol stops in the middle of the left reel 32L and the "replay" symbol stops in the upper part of the middle reel 32M, in addition to the possibility of winning the 18th minor prize by winning the middle-order bell 1 as described above, there is also a possibility of winning the 20th minor prize by winning the middle-order bell 2. That is, the 20th minor prize symbol in the middle-order bell 2 has the same commonality with the 18th minor prize symbol between the left reel 32L and the middle reel 32M. And on the right reel 32R, while the 18th minor prize symbols are the "white shell" symbol and the "youth" symbol, the 20th minor prize symbols are the "red 7" symbol and the "white 7" symbol, which are different. In particular, on the right reel 32R, when the right stop switch 44 is operated at a timing when the 18th minor prize symbol can be stopped on the effective line, the 20th minor prize symbol cannot be stopped on the effective line, and when the right stop switch 44 is operated at a timing when the 20th minor prize symbol can be stopped on the effective line, the 18th minor prize symbol cannot be stopped on the effective line. These symbols are arranged in such a way. Therefore, on the premise that it is not known whether the middle-order bell 1 or the middle-order bell 2 is won, even if the left reel 32L and the middle reel 32M are stopped and the stop modes that may result in the 18th minor prize and the 20th minor prize are achieved, it is impossible to aim for and win the prize.

[0156] Next, taking the case where the middle-order bell 1 is won and each stop switch 42 to 44 is operated in the order of middle → left → right as an example, the stop control of each reel 32L, 32M, 32R is performed to establish the 3rd minor prize.

[0157] On the middle reel 32M, the "replay" symbol, which is the 3rd minor prize symbol, is arranged so that the interval between the "replay" symbols is 4 symbols or less. Therefore, when the middle stop switch 43 is operated first, the "replay" symbol stops in the upper part regardless of the operation timing.

[0158] On the left reel 32L, the "bell" symbols, which are the third minor winning symbols, are arranged so that the interval between each "bell" symbol is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbols will stop in the middle row regardless of the timing of the operation.

[0159] On the right reel 32R, the third minor winning symbols, the "watermelon" symbol and the "red shell" symbol, are arranged so that the spacing between these symbols is four symbols or less. Therefore, if the right stop switch 44 is operated third, the "watermelon" symbol or the "red shell" symbol will stop on the top row regardless of the timing of the operation. As shown above, if the middle order push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order, the third minor winning symbol will be established regardless of the timing of the operation.

[0160] As described above, when the push order bell is won, if the stop switches 42 to 44 are operated in a predetermined operation sequence, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation timing, and if the stop switches 42 to 44 are operated in a different operation sequence, depending on the operation timing, other small prizes will be achieved, or none of the small prizes will be achieved and the win will be missed. Incidentally, when the common bell is won, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation sequence and operation timing.

[0161] Next, we will explain an example in which a special combination is won and the left stop switch 42 is operated first among the stop switches 42 to 44. In such a case, as shown in Figure 24, the reels 32L, 32M, and 32R are stopped to achieve the first small combination win, the second small combination win, or the 33rd small combination win.

[0162] The first minor winning symbols and the second minor winning symbols on the left reel 32L are "REPLAY" symbols. Also, the 33rd minor winning symbol on the left reel 32L is a "BAR" symbol. In this case, when the left stop switch 42 is operated at the timing when the 5th "REPLAY" symbol to the 9th "BAR" symbol reach the middle stage, drive control is performed so that the "BAR" symbol, which is the 33rd minor winning symbol, stops in the middle stage instead of the "REPLAY" symbols which are the first minor winning symbols and the second minor winning symbols. And the "BELL" symbols, which are the 33rd minor winning symbols on the middle reel 32M and the right reel 32R, stop at the position of the active line ML regardless of the operation timing of the stop switches 43 to 44, and the 33rd minor winning prize is established.

[0163] On the other hand, when winning a special prize, even if the left stop switch 42 among the stop switches 42 to 44 is operated first, when the left stop switch 42 is operated at the timing when the 0th "REPLAY" symbol to the 4th "RED SHELL" symbols or the 10th "REPLAY" symbol to the 19th "WHITE SHELL" symbols reach the middle stage, drive control is performed so that the "REPLAY" symbols, which are the first minor winning symbols and the second minor winning symbols, stop in the middle stage. And the "REPLAY" symbols, which are the first minor winning symbols on the middle reel 32M and the right reel 32R, stop at the position of the active line ML regardless of the operation timing of the stop switches 43 to 44, and the "BELL" symbols, which are the second minor winning symbols on the middle reel 32M and the right reel 32R, stop at the position of the active line ML regardless of the operation timing of the stop switches 43 to 44. Therefore, the first minor winning prize or the second minor winning prize is established.

[0164] Also, when winning a special prize and a switch other than the left stop switch 42 among the stop switches 42 to 44 is operated first, regardless of the operation timing of the stop switches 42 to 44, the third minor winning prize to the sixth minor winning prize are established.

[0165] That is to say, when winning a special combination, as a first operation mode, if the left stop switch 42 is operated at the timing when the "REPLAY" symbol of the 5th to the "BAR" symbol of the 9th on the left reel 32L reaches the middle stage, the 33rd minor combination win is established and one medal payout is made. When the stop switches 42 to 44 are operated in a second operation mode different from the first operation mode, the 1st to 6th minor combination wins are established and eight medal payouts are made.

[0166] As described above, for the 1st to 6th minor combinations, a win is established even when winning any push order bell and the operation order of the stop switches 42 to 44 is the corresponding operation order. Then, when winning a special combination, when operating the stop switches 42 to 44 in the first operation mode, it is possible to clearly recognize that it is the game in which the special combination was won. On the other hand, when winning a special combination, when operating the stop switches 42 to 44 in the second operation mode, whether the 1st to 6th minor combination wins were established triggered by the special combination, or whether the win was established because the operation order at the time of winning the push order bell corresponded to the 1st to 6th minor combinations, the player cannot judge from the stopped outcome and the number of payout medals.

[0167] Returning to the explanation of the reel control process, if it is determined in step S411 that all reels 32L, 32M, and 32R have stopped, a payout determination process is performed in step S413. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a winning combination of symbols is aligned on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols that have stopped on the lower rows of each reel 32L, 32M, and 32R, and it is determined whether a winning combination has been achieved on the active line. If a winning combination has been achieved, it is further determined whether the winning combination corresponds to a winning flag set in the win flag storage area 106a. If the winning combination corresponds to a winning flag, the winning combination and the payout amount corresponding to the winning combination are set in a payout information storage area provided in RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error occurrence notification process is performed. This error state is maintained until the reset switch 72 is operated.

[0168] After the payout determination process is performed, bonus state process is performed in step S414. The bonus state process will be described in detail later. After the bonus state process is performed, winning result process is performed in step S415. The winning result process includes processes such as transitioning the gaming state based on the winning result. The winning result process will be described in detail later.

[0169] After the winning result processing is performed, a second interval display processing is executed in step S416. The second interval display processing is processing related to display control of the instruction monitor 68, and this processing will be explained in detail later. Thereafter, in step S417, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control processing is terminated.

[0170] Next, the medal payout process in step S212 will be outlined.

[0171] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that no small winning combination was achieved. In such a case, it is determined whether any of the 1st replay winning combination to the 12th replay winning combination was achieved, based on the winning combination set in the payout determination process. If none of the replay winning combinations has been achieved, the medal payout process is terminated as is, and if any of the replay winning combinations has been achieved, a replay setting process is performed to change the play mode to replay mode, and the medal payout process is terminated. Note that in the start waiting process (step S204) described earlier, if it is determined that the current play mode is replay mode, an automatic insertion process is performed.

[0172] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, regarding the payout of medals, if the count value of the credit counter has not reached its upper limit (50 medals stored), the payout number is added to the count value of the credit counter, and the value after the addition is displayed on the credit display unit 60. If the count value of the credit counter has reached its upper limit, or if the count value reaches its upper limit during the addition of the payout number, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal tray 50 via the medal discharge port 49. The medal payout process also involves changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals. If the current game state is the BB state, the payout number is subtracted from the value of the remaining payout number counter (described later), and the remaining payout number displayed on the remaining payout number display unit 61 is subtracted.

[0173] Next, the bonus state process in step S414 will be described with reference to the flowchart of FIG.

[0174] First, in step S501, it is determined whether the current gaming state is a bonus state, i.e., whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S501, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step S502.

[0175] In step S502, it is determined whether the first BB hit flag or the second BB hit flag is set, and whether either BB has been hit. If neither BB hit flag is set, the bonus state processing ends. If either BB hit flag is set, the process proceeds to step S503.

[0176] In step S503, a process is performed to input 3 into the MAX bet counter provided in the various counter area 106e of the RAM 106. The MAX bet counter is used to set a specific number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated while the MAX bet counter has input 3, three virtual medals are inserted. In this case, since the MAX bet counter does not set the specified number of medals for the game, when the specified number of medals for the game is set to two or three, it is permitted to play a two-bet game by operating the second credit insertion switch 57. Note that if 3 has already been input into the MAX bet counter in step S503, that state is maintained.

[0177] The initial value of the MAX bet counter is 2, and when the reset switch 72 is operated to clear the RAM, 2 is input to the MAX bet counter and the slot machine 10 is started up.

[0178] In the subsequent step S504, it is determined whether the first BB winning or the second BB winning is established. If neither of the BB winnings is established, the bonus state process is terminated as it is. If any of the BB winnings is established, the process proceeds to step S505 to determine whether the first BB winning is established.

[0179] If the first BB winning is established, in step S506, a process of inputting "15" to the BB counter provided in the various counter areas 106e is executed. The BB counter is a counter for defining the upper limit payout number in each BB state. That is, by inputting "15" to the BB counter in step S506, the first BB state is set to end when 15 or more medals are paid out. In step S507, the first BB winning flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage areas 106d. As a result, a positive determination will be made in step S501 from the next game. In the subsequent step S509, a process of setting the first BB start command as an output target to the display control device 81 is executed. The first BB start command is a command for making the display control device 81 recognize that the first BB state is started, and in the display control device 81 that has received such a first BB start command, the speaker 64, the auxiliary display unit 65, etc. are controlled so that a first BB start effect corresponding to the start of the first BB state is performed. Also, in the display control device 81, by receiving the first BB start command, it becomes possible to recognize that the next game is in the first BB state, and the speaker 64, the auxiliary display unit 65, etc. are controlled so that an effect for the first BB state is performed from the next game.

[0180] After performing the output setting of the first BB start command in step S509, in step S510, a process of setting the specified bet number to 3 is executed, and then this bonus state process is terminated. The specified bet number corresponds to the specified number of sheets in the above game. That is, by shifting to the first BB state, the specified number of sheets in the game is set to 3, and the first BB state is performed in a 3-bet game.

[0181] Note that the initial values of the specified number of bets are 2 and 3. When the reset switch 72 is operated and the RAM is cleared, the specified number of bets is set to 2 and 3, and the slot machine 10 starts up.

[0182] When it is determined in step S505 that the first BB winning has not occurred, it means that the second BB winning has occurred. In this case, the process proceeds to step S511, and a process of inputting "15" to the above BB counter is executed. That is, it is set so that the second BB state ends when 15 or more medals are paid out. Then, in step S512, a process of clearing the second BB winning flag is executed, and in step S513, a process of setting the second BB state flag is executed. After that, in step S514, a process of setting the second BB start command as an output target to the display control device 81 is executed. The second BB start command corresponds to the first BB start command, and is a command for causing the display control device 81 to recognize that the second BB state is started. In the display control device 81 that has received the second BB start command, the speaker 64, the auxiliary display unit 65, etc. are controlled so that a second BB start effect corresponding to the start of the second BB state is performed, and the speaker 64, the auxiliary display unit 65, etc. are controlled so that an effect for the second BB state is performed from the next game. Note that the first BB start effect and the second BB start effect are different in appearance and content to such an extent that the player can distinguish them. Also, the effects for the first BB state and the effects for the second BB state are different in appearance and content to such an extent that the player can distinguish them.

[0183] After the output setting of the second BB start command is performed in step S514, a process of setting the specified number of bets to 3 is executed in step S510, and then this bonus state process ends. That is, not only in the first BB state but also in the second BB state, the specified number of game pieces is set to 3, and the second BB state is performed in a 3-bet game.

[0184] If the determination in step S501 is affirmative and the state is the first BB state or the second BB state, the process proceeds to step S515, where processing for the first BB state or the second BB state is performed. FIG. 25 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state. However, separate lottery tables may be provided for each state, with different types of winning combinations and winning probabilities for each combination. In this embodiment, as shown in FIG. 26, in the first BB state and the second BB state, normal lip A, common bell, and overlapping 1-coin combinations are possible. The probability of winning normal lip A (the probability of winning when IV = 1) is approximately 1 in 61.2, the probability of winning common bell (the probability of winning when IV = 10) is approximately 1 in 5.96, and the probability of winning overlapping 1-coin combinations (the probability of winning when IV = 24) is approximately 1 in 1.31. Additionally, in the 1st BB state or the 2nd BB state, the probability of a losing result (not winning any role) is approximately 1 in 10.14. In this case, you can expect an increase of approximately 0.00 medals per game (a net increase of approximately plus or minus 0.00 medals), and no increase or decrease in medals occurs in the 1st BB state or the 2nd BB state. In other words, although you cannot expect an increase in medals in the 1st BB state or the 2nd BB state, you can progress through the game without losing medals.

[0185] Here, in the normal game state of the 3-bet game and the first BB state that can be shifted to in the 3-bet game, the main of medal increase is generated by the first minor winning to the sixth minor winning where 13 medals are paid out in both cases. As that hand, it is the push order bell in the normal game state and the common bell in the first BB state. Comparing the winning rates of these main minor hands, in the normal game state, assuming that the stop switches 42 to 44 are operated in a certain operation order, it wins with a probability of about 1 / 9.36, while in the first BB state, it wins with a probability of about 1 / 5.96. In the 3-bet game, it is set so that winning is more likely to occur in the first BB state than in the normal game state. Also, in the normal game state of the 2-bet game and the second BB state that can be shifted to in the 2-bet game, the main of medal increase is the common bell in both cases. In the normal game state, it wins with a probability of about 1 / 9.64, while in the second BB state, it wins with a probability of about 1 / 5.96. Also in the 2-bet game, it is set so that winning is more likely to occur in the second BB state than in the normal game state.

[0186] However, as described above, even if the first BB state or the second BB state is cleared, an increase in the held medals cannot be expected.

[0187] In the bonus state process, in step S515, it is determined whether or not any minor winning has been established in this game as a result of the lottery process using the above lottery table for the BB state and the results of each reel control. If no winning has been established, the bonus state process is terminated as it is. If a winning has been established, in step S516, a process of subtracting the payout number corresponding to the winning from the BB counter in the various counter areas 106e above is executed. Then, in step S517, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction process in step S516. For example, since 13 medals are paid out when the common bell wins and the first minor winning to the sixth minor winning is established, 13 is subtracted from the BB counter in step S516.

[0188] If it is determined in step S517 that the value is not less than 0, the bonus state process is terminated as it is. On the other hand, if it is determined that the value is less than or equal to 0, in step S518, a process of clearing the BB state flag corresponding to the current BB state is performed. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step S519, a process of inputting 2 to the MAX bet counter is executed, and in step S520, the BB end command corresponding to the BB state to be terminated this time is set as an output target to the display control device 81. More specifically, when ending the first BB state, the first BB end command is set for output, and when ending the second BB state, the second BB end command is set for output. The display control device 81 that has received the first BB end command or the second BB end command controls the speaker 64 and the auxiliary display unit 65 so that the effect for ending the first BB and the effect for ending the second BB are performed.

[0189] After that, in step S521, after setting the specified bet numbers to 2 and 3, this bonus state process is terminated. In this case, in the normal game state after the end of the first BB state or the second BB state, 2-bet games and 3-bet games become possible. On the other hand, since 2 is input to the MAX bet counter in step S519 as described above, when the first credit input switch 56 is operated, two virtual medals are input, and a game is performed in a 2-bet game. That is, in a situation where neither the first BB winning flag nor the second BB winning flag is set, it is set so that a game is likely to be performed in a 2-bet game. Incidentally, after the end of the first BB state or the second BB state, since 2 is input to the MAX bet counter, 3 bets cannot be made by operating the first credit input switch 56 or the second credit input switch 57, and it is necessary to input 3 medals from the medal insertion slot 45 to perform a 3-bet game.

[0190] Here, regarding the playability using 2-bet games and 3-bet games in this slot machine 10, it will be briefly described with reference to FIG. 27.

[0191] The normal gaming state in which the first BB hit flag and the second BB hit flag are not set and no BB has been hit is a state called a non-internal state. In this case, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game and a 3-bet game are possible. However, if 2 is input to the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 2-bet game.

[0192] In the non-internal state, the first BB can be won in a 3-bet game but the second BB cannot be won, and in a 2-bet game, the second BB can be won but the first BB cannot be won. In a game in which the first credit insertion switch 56 is operated as described above, the second BB can basically be won in a 2-bet game.

[0193] If the first BB or second BB is won but no prize is awarded in that winning game, the internal state will be one in which the first BB win or second BB win is carried over (carryover state). Even in the internal state, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game or a 3-bet game is possible. However, if 3 is input into the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 3-bet game.

[0194] As already described, in the present slot machine 10, in the internal state where the first BB is won, in the 3 - bet game, the first BB winning can be established, while in the 2 - bet game, the stop control of each reel 32L, 32M, 32R is performed so that the first BB winning does not occur. Also, in the internal state where the second BB is won, in the 3 - bet game, the second BB winning does not occur, while in the 2 - bet game, the stop control of each reel 32L, 32M, 32R is performed so that the second BB winning can occur. That is, when the first BB is won in the 3 - bet game, if the 3 - bet game is continued as it is, the first BB winning can be established. However, if the game is switched to the 2 - bet game after the first BB is won, the first BB winning cannot be established. Also, when the second BB is won in the 2 - bet game, if the 2 - bet game is continued as it is, the second BB winning can be established. However, if the game is switched to the 3 - bet game after the second BB is won, the second BB winning cannot be established. And the first BB and the second BB do not win repeatedly. There is no situation where the first BB winning is carried over and the first BB is won again, nor is there a situation where the second BB wins repeatedly. Also, there is no situation where the second BB winning is carried over and the second BB is won again, nor is there a situation where the first BB wins repeatedly. That is, when the game is played in the 2 - bet game after the first BB is won, the game in the internal state with the first BB winning carried over continues indefinitely. When the game is played in the 3 - bet game after the second BB is won, the game in the internal state with the second BB winning carried over continues indefinitely.

[0195] Here, since the first BB winning is made to be valid only in the 3-bet game and the second BB winning is made to be valid only in the 2-bet game as described above, even if the result is a miss where no winning occurs for any combination in the 3-bet game with the second BB winning carried over, the second BB winning does not hold, and even if the result is a miss in the 2-bet game with the first BB winning carried over, the first BB winning does not hold. By doing so, it becomes possible to dramatically simplify the combination of winning combinations and the control of each reel 32L, 32M, 32R in the internal state with the first BB winning or the second BB winning carried over. If, for example, the second BB winning could be valid in the 3-bet game or the first BB winning could be valid in the 2-bet game, when attempting to continue the internal state with the first BB winning or the second BB winning carried over, it would be necessary to create a lottery table that does not result in a miss, and in the case of a combination where a miss could occur, it would be necessary to award a winning to another combination when such a miss occurs.

[0196] Also, in the 1st BB state and the 2nd BB state, the main role for increasing medals is the common bell. Also, in the non-internal state and the internal state, the main role for increasing medals in a 2-bet game is the common bell, whereas the main role for increasing medals in a 3-bet game is the push order bell. For the common bell, any of the 1st to 6th small roles will be achieved regardless of the operation sequence and operation timing of each of the stop switches 42 to 44, whereas for the push order bell, the small role that is achieved will differ depending on the operation sequence and operation timing of each of the stop switches 42 to 44. In other words, the fluctuation in medal increase or decrease depending on the operation sequence and operation timing (mainly the operation sequence) when the push order bell is won is greater in the non-internal state and the internal state in a 3-bet game than in the 1st BB state and the 2nd BB state. For example, by announcing the operation sequence (Figure 23) that will result in the first to sixth small prize winnings when the push order bell is won, it is possible to switch between an AT mode (assist time mode, navigation mode) that assists in winning and a non-AT mode (non-navigation mode) that does not, and to create a state in which medals increase or decrease depending on whether or not the notification (assist) is given.

[0197] The basic flow of a game in which the first credit insertion switch 56 is operated is as follows: first, in the non-internal state, a 2-bet game is played, and the second BB is won in the 2-bet game. When the second BB is won, the state switches to the internal state, the game switches to the 3-bet game, and the game proceeds in a state in which the above-mentioned second BB winning cannot be realized. In this case, as described above, in the 3-bet game in which the second BB winning is carried over, neither the first BB nor the second BB is won, and the game continues in the internal state in which the second BB winning is carried over.

[0198] Below, we will assume that the game is played with the second BB win carried over, and explain the gameplay using notifications (push order notifications) when the push order bell is won during that game (also referred to as normal game in the following explanation).

[0199] <Lottery result processing> First, with reference to the flowchart of FIG. 28, the lottery result corresponding process performed in step S310 will be described. The lottery result corresponding process is a process performed after the lottery process for each game, and is a process for performing a transition lottery to the AT mode in which a push order notification occurs based on the lottery result of the game.

[0200] First, in steps S601 to S603, a process of grasping the bet number of the game to be started this time is executed. That is, in step S601, it is grasped whether any one of the first BB state flag and the second BB state flag is set, and it is determined whether the game to be started this time is in any BB state. If it is not in the BB state, in step S602, it is determined whether the bet number is 3. If it is in the BB state, in step S603, it is determined whether the bet number is 2. As already described, 2 and 3 are set as the specified bet numbers in the non-internal state before winning the first BB or the second BB and in the internal state after winning the first BB or the second BB, and 3 is set as the specified bet number in the first BB state and the second BB state. The processes in steps S602 and S603 are processes for determining whether the bet number of the current game is a specific specified number (specific set number) specified (set) in association with the game state. If there is no such specific specified number, the lottery result corresponding process is terminated without performing the process for the display mode (process for the indicator) after step S604.

[0201] That is, in the non-internal state and the internal state, in the 3-bet game, the process for the display mode is executed, while in the 2-bet game, the process for the display mode is not executed. Also, in the first BB state and the second BB state, since 3 is set as the specified bet number, the 2-bet game is not executed, and in the first BB state and the second BB state, the process for the display mode is not executed.

[0202] That is, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step S604 is not performed, which is disadvantageous to the player. By doing this, the internal state is made to be a 3-bet game, making it easier to play a normal game with the second BB carried over.

[0203] If a positive determination is made in step S602 or step S603, it is determined in step S604 whether or not an advantageous zone flag is set in the various flag storage area 106d. In this slot machine 10, regarding whether or not a push order notification or the like occurs, advantageous zones in which the push order notification or the like may occur and normal zones in which the notification may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to determine whether the current game is in an advantageous zone, and is set upon transition to an advantageous zone and cleared upon transition to a normal zone.

[0204] If the advantageous zone flag is not set, it means that the current game is in the normal zone, and in this case, the advantageous zone transition lottery process is executed in step S605, and then the lottery result response process is terminated.

[0205] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 29, the lottery result of the current game is grasped in step S701. Then, in step S702, an advantageous zone transition lottery table is obtained from the various table storage area 105a of the ROM 105. As shown in FIG. 30, the advantageous zone transition lottery table has a transition rate to the advantageous zone (probability of winning the advantageous zone transition lottery) set according to the lottery result of each game. As shown in FIG. 30, the trigger roles for the lottery to transition to the advantageous zone are set as follows: normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, watermelon, and special role. In other words, in normal play as a 3-bet game carrying over the second BB, all possible winning results are set as trigger roles for the lottery to transition to the advantageous zone.

[0206] After obtaining the lottery table in step S702, the process of obtaining a random number for the advantageous interval transition lottery is executed in step S703. For the random number for the advantageous interval transition lottery, a dedicated counter in each counter area 106e is used, and the dedicated counter is updated at a predetermined cycle. In step S703, the latest update value of the counter is obtained. Then, the advantageous interval transition lottery is executed in step S704, and in step S705, it is determined whether or not the player has won the transition lottery. Incidentally, in the present embodiment, the lottery table is set so that any trigger role wins the advantageous interval transition lottery with a 100% probability. In this case, if it is determined in step S701 that the game result grasped is the trigger role of the transition lottery (not an outlier result), the processes of steps S702 to S705 can be omitted.

[0207] If it is determined in step S705 that the player has won the transition lottery, the process of setting the advantageous interval winning game flag in the various flag storage areas 106d is executed in step S706. The advantageous interval winning game flag is a flag for the CPU 102 to recognize that the game has won the transition lottery to the advantageous interval in the current game. If a negative determination is made in step S705, or after the process of step S706 is executed, the advantageous interval transition lottery process ends.

[0208] Returning to the description of the lottery result corresponding process, if it is determined in step S604 that the advantageous interval flag is set, the process proceeds to step S606. In step S606, it is determined whether either the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode flag is a flag for the CPU 102 to recognize that it is in the AT mode, and is a flag that is set when the transition to the AT mode becomes possible. The AT mode winning flag is a flag for the CPU 102 to recognize that it has won the AT mode transition lottery, the transition to the AT mode is confirmed, and it is in the situation before the AT mode transition. If neither flag is set in step S606, the start-time AT lottery process is executed in step S607. On the other hand, if either flag is set in step S606, the continuation determination process is executed in step S608, and the AT topping-up process is executed in step S609.

[0209] <Start-time AT lottery process> First, the start-time AT lottery process in step S607 will be described with reference to the flowchart in FIG. 31.

[0210] In step S801, it is determined whether the ceiling counter provided in the various counter areas 106e is 0. The ceiling counter is a counter for causing a transition to the AT mode regardless of the result of the AT mode transition lottery (without winning) when the number of games after the advantageous interval transition reaches the ceiling number of games, and is a counter for the CPU 102 to grasp the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous interval transition. Incidentally, the subtraction of the ceiling counter is executed at the end of the game. That is, determining that the ceiling counter is 0 in step S801 means that the ceiling number of games became 0 in the game before this time.

[0211] If the ceiling counter is not 0, the process for the AT mode transition lottery is executed in steps S802 to S807.

[0212] That is, in step S802, a process of obtaining a random number for AT mode transition lottery is executed. For the random number for AT mode transition lottery, a dedicated counter in various counter areas 106e is used. The dedicated counter is updated at a predetermined cycle, and in step S802, the latest update value of the counter is obtained. In the subsequent step S803, a process of grasping the lottery result of the current game is executed. Then, in step S804, it is determined whether a CZ mode flag is set in the various flag storage areas 106d. In the present embodiment, as display modes with different winning probabilities for AT mode transition lottery, a normal mode and a CZ mode in which it is easier to win the AT mode transition lottery than the normal mode are set. The CZ mode flag is a flag for the CPU to recognize that it is in the CZ mode.

[0213] If the CZ mode flag is not set in step S804, then in step S805, a process of obtaining the start-time normal AT mode transition lottery table from the various table storage areas 105a is executed. On the other hand, if the CZ mode flag is set in step S804, then in step S806, a process of obtaining the start-time CZ AT mode transition lottery table is executed.

[0214] As shown in FIG. 30, for these start-time normal AT mode transition lottery tables and start-time CZ AT mode transition lottery tables, the winning probabilities of the AT mode transition lottery are set according to the lottery result of the game. For example, in the case of the AT mode transition lottery triggered by chance eye A, the probability of winning the AT mode in the normal case is 1%, and in the case of CZ, the probability of winning the AT mode is 3%. That is, the start-time CZ AT mode transition lottery table is set to be more likely to win the AT mode transition lottery than the start-time normal AT mode transition lottery table. Also, for normal replays A, B, and C, it is set that they do not win the AT mode in the normal case, but they can win the AT mode in the CZ case.

[0215] Incidentally, in the start-time normal AT mode transition lottery table and the start-time CZ AT mode transition lottery table used in the start-time AT lottery process, when the lottery result of the game is a special role, it is set so as not to win the AT mode transition. In addition, in the start-time AT lottery process, it is also possible not to conduct the AT mode transition lottery triggered by a special role.

[0216] After obtaining the AT mode transition lottery table in step S805 or step S806, the obtained transition lottery table, the lottery result of the game grasped in step S803, and the random number for AT lottery obtained in step S802 are used to execute the AT mode transition lottery process in step S807. Specifically, it is determined whether the random number for AT lottery obtained in step S802 is within the winning numerical range set according to the lottery result of each game in the table obtained in step S805 or step S806. If the random number for AT lottery is within the winning numerical range, it is determined that the AT mode transition is a win. If the random number for AT lottery is outside the winning numerical range, it is determined that the AT mode transition is a non-win. Then, it is determined in step S808 whether the AT mode transition is a win.

[0217] When it is determined in step S808 that the AT mode transition is a win, and when it is determined in step S802 that the ceiling counter is 0, the processes for winning the AT mode in steps S809 to S812 are executed. Also, when it is determined in step S808 that the AT mode transition is not a win, the processes for not winning the AT mode in steps S813 to S816 are executed.

[0218] In the process of selecting the AT mode, in step S809, it is determined whether the CZ mode flag is set, and it is confirmed whether it is a valid selection for switching to the AT mode during the CZ mode. If it is a valid selection during the CZ mode, the processes for ending the CZ mode are performed in steps S810 and S811. That is, in step S810, the process of clearing the CZ mode flag is executed. And in step S811, the process of clearing the CZ game counter provided in the various counter areas 106e to 0 is executed. The CZ game counter is a counter for the CPU 102 to grasp the remaining number of games in the CZ mode. When shifting to the CZ mode, a value (10) corresponding to the number of continuous games in the CZ mode (10 games) is input, and it is a counter that is decremented by 1 each time a game is completed.

[0219] If the CZ mode flag is not set in step S809, or after the process of step S811 is executed, the process of setting the AT mode selection flag in the various flag storage areas 106d is executed in step S812. By such a process, a positive determination will be made in step S606 from the next game.

[0220] In the process of not selecting the AT mode, it is determined at step S813 whether the CZ mode flag is set. If the CZ mode flag is set, the AT lottery process is terminated as it is. If the CZ mode flag is not set, at step S814, the CZ mode transition lottery process is executed. In the CZ mode transition lottery process, the CZ mode transition lottery table is obtained from the various table storage areas 105a, and it is determined by lottery whether to transition to the CZ mode using the lottery result of the game grasped at step S803. As shown in FIG. 30, the CZ mode transition lottery table is set such that the winning probability of the CZ mode transition lottery differs according to the lottery result of the game. More specifically, the lottery result of the game that is more likely to win the AT mode transition lottery is set to be more likely to win the CZ mode transition lottery. That is, even if the lottery result was one that was likely to win the AT mode transition lottery, but was not selected in the AT mode transition lottery, it is set to be more likely to transition to the CZ mode.

[0221] After executing the CZ mode transition lottery process at step S814, it is determined at step S815 whether it is a winning selection for the CZ mode transition. If it is not a winning selection, the AT lottery process is terminated as it is. If it is a winning selection for the CZ mode transition, at step S816, a process of setting the CZ mode winning flag in the various flag storage areas 106d is executed.

[0222] After setting any winning flag at step S812 or step S816, the premonition mode setting process is performed at steps S817 to S820. The premonition mode is a mode in which a premonition effect indicating winning in the AT mode transition lottery or the CZ mode transition lottery is performed. In this embodiment, when winning in these transition lotteries, after going through the premonition mode of 0 games to 40 games, the notification of the winning transition lottery is performed.

[0223] In step S817, a lottery process for the preliminary game is executed. In the lottery process for the number of preliminary games, the number of preliminary games is lottery-selected based on the type of the selected transition lottery, the lottery result of the game that triggered the win, and the like. For example, when winning the AT mode transition lottery, a longer number of preliminary games is more likely to be selected than when winning the CZ mode transition lottery, or when winning the transition lottery with Cherry A, a longer number of preliminary games is more likely to be selected than when winning the transition lottery with Cherry C.

[0224] In this embodiment, when winning the AT mode transition lottery during the CZ mode, in step S817, the number of preliminary games is set to 0. When winning the AT mode transition lottery during the CZ mode as described above, since the CZ mode ends regardless of the remaining number of games in the CZ mode, the player can recognize that they have won the AT mode transition lottery through the end of the CZ mode. Therefore, when winning the AT mode transition lottery during the CZ mode, by setting the preliminary mode to 0 games, it is possible to reduce the sense of discomfort caused by the suggestive notification of winning the transition lottery being performed as the preliminary mode even though the player is aware of winning the transition lottery.

[0225] In the subsequent step S818, a process of inputting the lottery result of step S817 into a preliminary counter provided in the various counter areas 106e is executed. The preliminary counter is a counter for the CPU 102 to grasp the remaining number of games in the preliminary game, and is a counter that is decremented by 1 each time a game in the preliminary mode is completed.

[0226] Then, in step S819, a process is executed to set a premonition flag in the various flag storage area 106d, and in step S820, a process is executed to set the premonition command as an output target to the display control device 81, after which the AT lottery process is terminated. The premonition flag is a flag that allows the CPU 102 to know that the premonition mode is in progress, and the premonition command is a command that causes the display control device 81 to know that the premonition mode has been set, the number of games in that premonition mode, and which transition lottery has been won. Upon receiving the premonition command, the display control device 81 knows the number of games in the premonition mode and the type of transition lottery that has been won, and performs processing to execute the effects during the premonition mode on the auxiliary display unit 65 and speaker 64.

[0227] <Continuation determination process> Next, the continuation determination process executed in step S608 will be described with reference to the flowchart in Fig. 32. As already explained, the continuation determination process is a process executed when the AT mode win flag or the AT mode flag is set.

[0228] Here, the AT mode in this embodiment is configured such that a predetermined number of games (for example, 18) is one set (unit continuation number, unit state), and for example, when updating one set of AT mode (when starting or ending a set), a continuation lottery for the next set is held, and if the continuation lottery is won, the game moves to the next set after the end of that set, and if the continuation lottery is not won, the AT mode ends without moving to the next set.The continuation determination process in step S608 is a process for holding the continuation lottery when updating a set.

[0229] In step S901, it is determined whether the AT game counter provided in the various counter areas 106e is 18. The AT game counter is a counter for the CPU 102 to grasp the remaining number of games in one set, and is a counter into which 18 is input when the set is updated. That is, in step S901, it is determined whether the game to be started this time is the starting game of one set in the AT mode. If it is not the starting game, the main continuation determination process is terminated as it is. If it is the starting game, the process proceeds to step S902.

[0230] In step S902, it is determined whether the AT set counter provided in the various counter areas 106e is 0. The AT set counter is a counter for the CPU 102 to grasp the number of sets that enables continuation to the next set even if not winning in the above-mentioned continuation lottery or without performing the continuation lottery, and is a counter that is incremented by 1 when winning an additional lottery in a situation where the continuation condition is satisfied, and is decremented by 1 when not winning in the continuation lottery or when continuing to the next set without performing the continuation lottery. When the AT set counter is 0, in step S903, the winning probability of the continuation lottery selected in the current AT mode is grasped.

[0231] Here, in the present embodiment, as the winning probability of the above-mentioned continuation lottery (hereinafter, also referred to as "continuation rate"), a plurality of continuation rates are set. Specifically, as shown in FIG. 42, 90% with the highest continuation rate, 60% and 10% with lower continuation rates than that are set. The continuation rate is set when shifting to the AT mode (continuation rate setting process in step S1211 described later). In step S903, the information set in the continuation rate setting process is read out, and the continuation rate of the current AT mode is grasped.

[0232] After grasping the continuation rate in step S903, the continuation lottery process is executed in step S904. That is, when a 90% continuation rate is selected, in the process of step S904, winning the continuation is with a 90% probability, and when a 10% continuation rate is selected, in the process of step S904, winning the continuation is with a 10% probability.

[0233] In step S905, it is determined whether the processing result of step S904 is a continuous win. If it is a continuous win, then in step S906, a process of setting a continuous flag in the various flag storage areas 106d is executed. The continuous flag is a flag for the CPU 102 to recognize that the continuous condition (condition for shifting to the next set) of the current set is satisfied. Then, after executing the process of setting the continuous command as an output target to the display control device 81 in step S907, the continuous determination process ends.

[0234] Also, when it is determined in step S902 that the AT set counter is not 0, the process of decrementing the AT set counter by 1 is executed in step S908, then the process proceeds to step S906, the continuous flag is set, and the continuous command is set, and then the continuous determination process ends. That is, in the present embodiment, when the AT set counter is not 0, the configuration is such that the continuous condition of the set is satisfied without going through the continuous lottery. Note that it is also possible to execute the continuous lottery regardless of the value of the AT set counter, and if the continuous lottery is a non-win and the AT set counter is 1 or more, the continuous condition is satisfied.

[0235] As described above, in the present embodiment, at the start of one set in the AT mode (when the start lever 41 is operated), it is determined whether the continuous condition for whether the AT mode continues until the next set of the set to be started this time is satisfied. If it is determined that the continuous condition is satisfied, the continuous flag is set, and the information is output to the display control device 81. In this case, the display control device 81 performs a process to perform an effect assuming that the continuous condition is satisfied as the effect of the current set.

[0236] On the other hand, if it is determined in step S905 that the continuation win has not occurred, the continuation determination process is terminated. In this case, the continuation condition is not met at the start of one set of the AT mode, and no continuation command is output at the start of the set. The display control device 81 determines that the continuation condition is not met by not receiving a continuation command at the start of the set, and performs processing to perform an effect for the current set that is based on the assumption that the continuation condition is not met.

[0237] <AT上乗せ用処理> Next, the AT addition process executed in step S609 will be described with reference to the flowchart in Fig. 33. In the AT addition process, an addition lottery is held to add the number of sets in the AT mode, separate from the continuation lottery described above, and if the addition lottery is won, the game will continue until the next set regardless of the result of the continuation lottery for the next set.

[0238] First, in step S1001, a process is executed to obtain a random number for the additional lottery. A dedicated counter in the various counter area 106e is used for the random number for the additional lottery, and this dedicated counter is updated at a predetermined cycle, and in step S1001, the latest updated value of the counter is obtained. In the following step S1002, the lottery result of this game is grasped. Then, in step S1003, a process is executed to obtain an additional lottery table from the various table storage area 105a.

[0239] As shown in FIG. 30, the bonus lottery table has a bonus winning rate set according to the lottery result of the game. In normal hands such as Normal Reel A to Normal Reel C, which are easy to win in the lottery process of each game, and normal winning hands such as push order bells, they do not win the bonus lottery. On the other hand, for specific winning hands such as Chance Eye A to Chance Eye C, Cherry A to Cherry C, Common Bell, and Watermelon, which are difficult to win in the lottery process of each game, they are set to be able to win the bonus lottery. Among the specific winning hands, for example, Chance Eye C is more likely to win the bonus lottery than Chance Eye A, and Cherry C is more likely to win the bonus lottery than Cherry A. That is, the more difficult the lottery result is to win in the lottery process of each game, the easier it is to win the bonus lottery. Note that when the lottery result of each game is a normal winning hand, it may be configured not to win the bonus lottery, or it may be configured not to conduct the bonus lottery when the lottery result of each game is a normal winning hand. Also, it may be configured to be able to win the bonus lottery even when the lottery result of each game is a normal winning hand, and the probability of winning the bonus lottery in such a normal winning hand may be set lower than the probability of winning the bonus lottery in the case of a specific winning hand.

[0240] Also, in this embodiment, although it was set not to win the AT mode transition lottery in the AT start lottery process as described above when the lottery result of the game is a special winning hand, in the bonus lottery in this AT bonus process, it is set to be able to win the bonus lottery even if it is a special winning hand.

[0241] After obtaining the upsell lottery table in step S1003, an upsell lottery is executed in step S1004. Specifically, it is determined whether the random number for upsell lottery obtained in step S1001 is within the winning numerical range set according to the lottery result of each game in the table obtained in step S1003. If the random number for upsell lottery is within the winning numerical range, it is determined as an upsell win; if the random number for upsell lottery is outside the winning numerical range, it is determined as an upsell loss. After performing the upsell lottery in step S1004, it is determined in step S1005 whether the upsell lottery is won. If the upsell lottery is lost, the AT upsell process is terminated as it is. If the upsell lottery is won, it is determined in step S1006 whether the continuation flag is set.

[0242] If the continuation flag is not set in step S1006, the process of setting the continuation flag is executed in step S1007. Then, after executing the process of setting the continuation command as the output target to the display control device 81 in step S1008, this AT upsell process is terminated. The display control device 81 that has received the continuation command executes the process for performing the effect corresponding to the establishment of the continuation condition on the auxiliary display unit 65 and the speaker 64.

[0243] On the other hand, if the continuation flag is set in step S1006, the process of adding 1 to the AT set counter is executed in step S1009. By adding 1 to the AT set counter in step S1009, it is determined that the AT mode will continue at least until the next next set of this set. In this embodiment, when the upsell lottery is won, the configuration is such that 1 is uniformly added to the AT set counter, but it may also be configured to add a number of 2 or more. For example, the number to be added to the AT set counter may be determined by lottery according to the lottery result of the game that triggered the upsell win.

[0244] In the next step S1010, a process is executed to set the set addition command as an output target to the display control device 81, and then this addition process is terminated. The set addition command is a command for making the display control device 81 aware of the fact that the addition lottery has been won and the value of the AT set counter. In a configuration in which multiple sets may be added with a single addition win, it is preferable to configure the set addition command to set information on the number of sets to be added. Upon receiving the set addition command, the display control device 81 executes a process to perform an effect corresponding to the set addition on the auxiliary display unit 65 and speaker 64.

[0245] In the lottery result response process (FIG. 28), after the process of step S607 or step S609 is executed, the process for notifying the pressing order of the stop switches 42 to 44 is executed in steps S610 to S619.

[0246] <Outline of push order notification> Prior to explaining the processing for pressing order notification executed in steps S610 to S619, an overview will be given of the pressing order notification executed by the instruction monitor 68 and the pressing order notification effect executed by the auxiliary display unit 65. Note that the pressing order notification and pressing order notification effect can also be referred to as, for example, pressing order navigation, sequence notification, or mode notification. The instruction monitor 68 is connected to the main control unit 101, and the pressing order notification is performed by the main control unit 101. In contrast, the auxiliary display unit 65 is connected to the display control unit 81, and the pressing order notification effect is performed by the display control unit 81.

[0247] First, the configuration of this instruction monitor 68 will be described with reference to Fig. 34. Fig. 34(a) is a front view of the instruction monitor 68, and Fig. 34(b) is a diagram for explaining the relationship between the display mode and display content of the instruction monitor 68.

[0248] As shown in FIG. 34(a), the indication monitor 68 is provided with eight display segments N1 to N8. Each display segment N1 to N8 has an individual light source made up of an LED, and by controlling the on / off of each individual light source, it is possible to light up any one display segment or any combination of display segments. This allows the indication monitor 68 to individually display predetermined symbols (including letters and numbers). Note that each of the individual light sources emits light of the same color, so the same color is displayed on each of the display segments N1 to N8.

[0249] Regarding the display segments N1 to N8 in more detail, the first display segment N1 to the seventh display segment N7 are all linear display segments, and are arranged so that they can display at least the numbers "0" to "6" and "9." The eighth display segment N8 is a circular display segment, and is arranged laterally in the lower right portion of the area where the first display segment N1 to the seventh display segment N7 are arranged. Therefore, the indication monitor 68 can display at least the numbers "0" to "6" and "9," "0." to "6." and "9.", and "."

[0250] In the instruction monitor 68, if it is possible to individually display a plurality of patterns of symbols, the shapes and arrangement modes of the respective display segments N1 to N8 are arbitrary. Furthermore, a configuration may be adopted in which not eight segments but seven segments, nine segments, or the like are used. Also, it is not essential that the colors displayed in the respective display segments N1 to N8 are the same, and a configuration may be adopted in which the colors displayed in the respective display segments N1 to N8 can be appropriately changed. Further, a configuration for controlling the lighting or extinguishing of each of the display segments N1 to N8 by on / off control of a light source is not essential. If individual display control can be performed for each of the display segments N1 to N8, a segment display may be configured by a single backlight and a liquid crystal display. Furthermore, instead of applying segment display to each display area, a configuration may be adopted in which symbols are displayed by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix.

[0251] The first display segment N1 to the seventh display segment N7 are display segments used when notifying the operation order of the push order combination, in which the winning results differ depending on the operation order of the stop switches 42 to 44, among the operation mode combinations in which the winning results differ depending on the operation modes of the stop switches 42 to 44, and when notifying the type of the operation mode combination.

[0252] In this case, as shown in FIG. 34(b), the displays of "1" to "6" correspond to notifying the operation order of the pressing order players. For example, when the stop switches 42 to 44 are operated in the order of "left" → "middle" → "right" to provide a winning mode advantageous to the player, the sixth display segment N6 and the seventh display segment N7 are lit to display "1". Also, when the stop switches 42 to 44 are operated in the order of "right" → "left" → "middle" to provide a winning mode advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit to display "5". That is, the numbers (symbols) displayed on the display segments N1 to N7 are associated one-to-one with the operation order of the stop switches 42 to 44. Based on the numbers (symbols) displayed on the display segments N1 to N7, by operating the stop switches 42 to 44 to stop, it is possible to make the player win in an advantageous mode.

[0253] Also, as shown in FIG. 34(c), "0" and "9" correspond to notifying the type of the operation mode player. When it is the pressing order bell among the pressing order players in the operation mode player, the first display segment N1, the second display segment N2, and the fourth display segment N4 to the seventh display segment N7 are lit to display "0". In this case, although the player can grasp from the display mode of the instruction monitor 68 that the pressing order bell has been won, even if it is the pressing order bell, since an advantageous operation mode is not explicitly shown as in the case of FIG. 34(b), it is not possible to grasp an advantageous operation mode from the display mode of the instruction monitor 68.

[0254] Also, when it is a special role in the operation mode role, the first display segment N1 to the third display segment N3 and the fifth display segment N5 to the seventh display segment N7 are lit and "9" is displayed. As already explained, when it is a special role, if the stop switches 42 to 44 are operated in the first operation mode, the 33rd minor winning is established, and if the stop switches 42 to 44 are operated in the second operation mode, the first minor winning to the sixth minor winning are established. These first operation mode and second operation mode are predetermined operation modes. That is, when the instruction monitor 68 notifies that it is a special role as described above, by operating in the second operation mode, it is possible to establish the first minor winning to the sixth minor winning with a large number of paid-out coins.

[0255] The eighth display segment N8 is lit in the game in which a predetermined start condition including a notification condition for a situation where a shift to a favorable section occurs and a notification of the pressing order can occur is satisfied. Also, it is turned off when the AT mode ends and the shift is made from the favorable section to the normal section.

[0256] That is, a section in which it becomes easier for the player to win in a manner advantageous to the player by making it easier to notify the operation order such as a push order bell is defined as a favorable section (specific game state, specific mode). The eighth display segment N8 is a section indicator (specific notification means) that is lit during a specific section in which an actual benefit by the push order notification can be obtained in the favorable section, and is turned off during the normal section that is not the favorable section or during a non-specific section that is the favorable section but not the specific section.

[0257] As described above, the instruction monitor 68 having the first display segments N1 to seventh display segments N7 as the push order display and the eighth display segment N8 as the section display is arranged near the side of the payout number display section 62 on the game panel 25. That is, the instruction monitor 68 is arranged above the stop switches 42 to 44 and the like operated by the player. In other words, it is not arranged on the decorative panel which is the front part of the gaming machine below the position where the stop switches 42 to 44 and the like are provided. Therefore, it can be said that the eighth display segment N8 is prevented from being hidden by the hand or the like operating the stop switches 42 to 44 and the like, and is arranged at a position where it is easy for the player to visually recognize. Also, since it is arranged near the payout number display section 62 which is easy for the player aiming to acquire medals to watch closely while progressing the game, it can be said that overlooking by the player is suppressed.

[0258] Furthermore, in the instruction monitor 68, particularly for the eighth display segment N8, the brightness of the corresponding LED is determined so as to be higher than the brightness of the surrounding display sections (for example, the payout number display section 62 or the backlight of the game panel 25) (more specifically, so as to be twice the brightness of the surrounding display sections). Therefore, even when both the eighth display segment N8 and the surrounding display sections are under emission control (when in the lit state), the eighth display segment N8 stands out prominently. Regarding the illuminance directed toward the front of the gaming machine as well, the illuminance of the corresponding LED is determined so that the eighth display segment N8 has a higher illuminance directed toward the front of the gaming machine than the surrounding display sections (more specifically, so as to be twice the illuminance of the surrounding display sections). Also from such a configuration, the visibility of the eighth display segment N8 is improved, and overlooking when the eighth display segment N8 is in the lit state is suppressed.

[0259] Next, the push order notification effect performed on the auxiliary display section 65 will be described with reference to FIG. 35. Here, as an example, the push order notification effect on the auxiliary display section 65 will be described in the case where the operation order to be notified this time has won the push order role when the order is middle → right → left.

[0260] As shown in FIG. 35(a), in the auxiliary display unit 65, among the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and is displayed larger than the other button displays. Also, each button display is displayed in a color corresponding to the winning combination (yellow for bell, blue for replay, etc.). Thereby, the player can recognize the winning combination in the current game and that the stop switch to be operated first is the middle stop switch 43. Also, in the auxiliary display unit 65, to indicate that the next stop switch to be operated is the right stop switch 44 and the last stop switch to be operated is the left stop switch 42, the right button display is marked with the number 2 and displayed, and the left button display is marked with the number 3 and displayed.

[0261] When the player operates the middle stop switch 43, as shown in FIG. 35(b), in the auxiliary display unit 65, the middle button display corresponding to the middle stop switch 43 disappears, and the right button display corresponding to the right stop switch 44 is displayed larger. Thereby, the player can confirm that the operation of the middle stop switch 43 is completed and that the next stop switch to be operated is the right stop switch 44.

[0262] When the player operates the right stop switch 44, as shown in FIG. 35(c), in the auxiliary display unit 65, the right button display corresponding to the right stop switch 44 disappears, and the left button display corresponding to the left stop switch 42 is displayed larger. Thereby, the player can confirm that the operation of the right stop switch 44 is completed and that the next stop switch to be operated is the left stop switch 42.

[0263] Regarding the execution timing of the push order notification, it is set such that the push order notification is executed during the invalid period of the stop switches 42 to 44 from the start of rotation of each reel 32L, 32M, and 32R until reaching a constant speed rotation after passing through the acceleration period. By adopting such a configuration that the push order notification is executed at a timing earlier than when the operations of the stop switches 42 to 44 become effective, it becomes possible to make the operations of the stop switches 42 to 44 after recognizing the operation order of the stop switches 42 to 44, and the game can proceed smoothly.

[0264] An explanation of the processing for the push order notification in steps S610 to S619 will be given.

[0265] That is, in step S610, it is determined whether or not the lottery result of the current game is a winning push order bell. If it is a winning push order bell, in step S611, it is determined whether or not the AT mode flag is set. If the AT mode flag is set, in step S612, the instruction monitor 68 is controlled so that the push order notification corresponding to the first minor winning to the sixth minor winning is performed according to the type of the current push order bell. Then, in step S613, after executing the process of setting the push order notification command respectively set to include the information of the operation order corresponding to the first minor winning to the sixth minor winning as the output target to the display control device 81, this processing for the push order notification is terminated. That is, in step S613, the process of setting any one of the push order notification commands for the first minor winning to the push order notification commands for the sixth minor winning is executed. In the display control device 81 that has received these push order notification commands, the auxiliary display unit 65 and the speaker 64 are controlled so that the push order notification effects corresponding to the first minor winning to the sixth minor winning are performed.

[0266] When the AT mode flag is not set in step S611, in step S614, the instruction monitor 68 is controlled so that the group notification of the push order bell (FIG. 34(c)) is performed. That is, in step S614, the instruction monitor 68 is controlled so that the notification indicating that it is a push order bell among the operation mode roles is performed. Then, the lottery result corresponding process is terminated.

[0267] If it is determined in step S610 that it is not a winning combination for the pressing order bell, it is determined in step S615 whether it is a winning combination for a special role. If it is not a winning combination for a special role, the present lottery result corresponding process is terminated as it is. If it is a winning combination for a special role, it is determined in step S616 whether the AT mode flag is set.

[0268] If the AT mode flag is not set in step S616, in step S617, the instruction monitor 68 is controlled so that a special role notification (FIG. 34(c)) is performed. That is, in step S617, the instruction monitor 68 is controlled so that a notification indicating that it is a special role among the operation mode roles is performed. Then, the lottery result corresponding process is terminated.

[0269] If the AT mode flag is set in step S616, the process proceeds to step S618. In step S618, among the operation sequences corresponding to the first minor role winning to the sixth minor role winning, as a predetermined operation sequence, the instruction monitor 68 is controlled so that a pressing order notification corresponding to the sixth minor role winning is performed. Then, in step S619, after executing a process of setting, as an output target to the display control device 81, a pressing order notification command for the sixth minor role set to include information on the operation sequence corresponding to the sixth minor role winning, the present pressing order notification process is terminated. In the display control device 81 that has received this pressing order notification command, the auxiliary display unit 65 and the speaker 64 are controlled so that a pressing order notification effect corresponding to the first minor role winning to the sixth minor role winning is performed.

[0270] In this way, in this embodiment, if the game that won the push order bell among the operation mode roles is in AT mode, the instruction monitor 68 will notify the operation order of the stop switches 42 to 44 that will enable the first small role win to the sixth small role win, and a push order notification command containing information on the operation order will be output to the display control device 81, and a push order notification effect will be performed by the auxiliary display unit 65. On the other hand, if the game that won the push order bell is not in AT mode, the instruction monitor 68 will notify the fact that it is a push order bell, but will not notify the operation order of the stop switches 42 to 44 that will enable the first small role win to the sixth small role win, and the push order notification command containing information on the operation order will not be output to the display control device 81, so the push order notification effect will not be performed by the auxiliary display unit 65.

[0271] Furthermore, in this embodiment, in the lottery result command setting process of step S311 in the lottery process (Figure 19), in a game in which the push order bell is won, information regarding which push order bell result (IV11 to 22) is won is not output to the display control device 81.

[0272] Specifically, as shown in the flowchart of Figure 36(a), in step S1101, it is determined whether the current game is won with index value IV = 11 to 22 and whether any of the push order bells have been won. If the push order bell has not been won, in step S1102, a process is executed to set the lottery result command corresponding to each winning result as an output target to the display control device 81, and then this lottery result command setting process is terminated. That is, in step S1102, for example, if the win is with index value IV = 1, a lottery result command indicating a normal lip A is set, if the win is with index value IV = 8, a lottery result command indicating a cherry A is set, and if the win is with index value IV = 27, a lottery result command indicating a special role is set.

[0273] On the other hand, if it is determined in step S1101 that any push-order bell has been selected, after executing the process of setting, as an output target to the display control device 81, a lottery result command indicating the push-order bell group in step S1103, this lottery result command setting process is terminated. The lottery result command indicating the push-order bell group includes information that any push-order bell has been selected, but does not include information on which push-order bell has been selected, that is, for example, information that the forward push bell 1 has been selected (information that it has been selected at IV = 11) or information that the middle reverse push bell 2 has been selected (information that it has been selected at IV = 18), etc.

[0274] That is, as shown in FIG. 36(b), in this embodiment, the information that a push-order bell has been selected is output to the display control device 81 as a lottery result command indicating the push-order bell group regardless of whether it is in the AT mode. And during the AT mode, by outputting the push-order notification commands for the first minor winning to the sixth minor winning together, the display control device 81 can execute the push-order notification effect. On the other hand, when it is not in the AT mode, the push-order notification commands for the first minor winning to the sixth minor winning are not output to the display control device 81, and as described above, only the lottery result command indicating the push-order bell group is output. Therefore, on the display control device 81 side, it is not possible to grasp the operation order of the stop switches 42 to 44 that can establish the first minor winning to the sixth minor winning when a push-order bell is selected even though it is not in the AT mode. By doing so, it is possible to prevent illegal acts such as illegally analyzing the commands output from the main control device 101 to the display control device 81 or the display control device 81 and trying to enjoy the benefits of the AT mode (the benefit that it is possible to establish the first minor winning to the sixth minor winning when a push-order bell is selected) even though it is not in the AT mode.

[0275] Moreover, in this embodiment, when a special role is selected during the AT mode, among the first minor role winning to the sixth minor role winning and the 33rd minor role winning, the instruction monitor 68 executes the push order notification for the sixth minor role winning, and outputs the push order notification command for the sixth minor role winning. By doing so, during the AT mode, instead of the 33rd minor role winning with fewer paid-out numbers, it is possible to establish the sixth minor role winning among the first minor role winning to the sixth minor role winning with more paid-out numbers, and the advantage degree of the AT mode can be improved.

[0276] Not only that, among the first minor role winning to the sixth minor role winning with more paid-out numbers, the instruction monitor 68 executes the push order notification for the sixth minor role winning, which is a predetermined minor role (push order), and outputs the push order notification command for the sixth minor role winning. By doing so, it becomes unnecessary to perform processes such as selecting which minor role winning among the first minor role winning to the sixth minor role winning is to be established when a special role is selected, and it is possible to significantly simplify the process.

[0277] Furthermore, as described above, if the special role selection is during the AT mode, in the AT topping-up process in the lottery result corresponding process, the winning probability of the topping-up lottery at the time of the special role selection is higher than the winning probability of the topping-up lottery at the time of the push order bell winning. At the time of the special role selection, it is set to win the topping-up with a probability of 10%, while at the time of the push order bell winning, it is set not to win the topping-up. In this case, during the special role selection in the AT mode, the push order notification for the sixth minor role winning among the push order notifications for the first minor role winning to the sixth minor role winning notified at the time of the push order bell winning is performed, and the push order notification command for the sixth minor role winning among the push order notification commands for the first minor role winning to the sixth minor role winning output at the time of the push order bell winning is output. Therefore, it is possible to skillfully blend the special role selection in the AT mode with the push order bell winning, and it is possible to give the impression that the topping-up lottery is being performed based on the push order bell winning. As a result, it is possible to increase the attention level at the time of the push order bell winning while not increasing the benefits (such as the winning probability of the topping-up lottery) at the time of the push order bell winning too much.

[0278] <Prize Result Corresponding Process> Next, the prize result corresponding process implemented in step S415 in the reel control process will be described with reference to the flowchart of FIG. 37. In the prize result corresponding process, processing for starting or ending the AT mode is performed according to the game result of the game.

[0279] First, in step S1201, it is determined whether any one of the first BB state flag and the second BB state flag is set, and it is determined whether the game to be started this time is in any BB state. If it is not in the BB state, it is determined in step S1202 whether the bet number is 3. If it is in the BB state, it is determined in step S1203 whether the bet number is 2. That is, the processes of steps S1201 to S1203 are processes corresponding to the processes of steps S601 to S603 above, and are processes for determining whether it is a specific specified number defined in association with the game state. If it is not the specific specified number, the prize result corresponding process is terminated without performing the display mode process (indicator function process) after step S1204.

[0280] If an affirmative determination is made in step S1202 or step S1203 and the bet number is the specific specified number, proceed to step S1204. In step S1204, it is determined whether the AT mode flag is set. If the AT mode flag is not set, it is determined in step S1205 whether the AT mode winning flag is set. If neither the AT mode flag nor the AT mode winning flag is set and the situation is that the player has not won the AT mode transition lottery, proceed to step S1206 and execute the stop-time AT lottery process.

[0281] <Stop-time AT Lottery Process> The stop-time AT lottery process in step S1206 will be described with reference to the flowchart of FIG. 38.

[0282] In step S1301, a process of grasping the lottery result of the current game is executed. In the subsequent step S1302, it is determined whether the lottery result of the current game is a special role. If it is a special role, in step S1303, it is determined whether the operation modes of the stop switches 42 to 44 of the current game are in the first operation mode.

[0283] As already described, in a game in which a special role is won, when the stop switches 42 to 44 are operated in the first operation mode, a winning of the 33rd minor role is established, and when operated in the second operation mode, a winning of the 1st minor role to the 6th minor role is established. In this case, the operation timing and operation order of each of the stop switches 42 to 44 may be temporarily stored in a register or the like, and it may be configured to determine whether it is the first operation mode in step S1303, or by grasping the winning result, it may be configured to determine that it has been operated in the first operation mode because the winning of the 33rd minor role is established (none of the winnings of the 1st minor role to the 6th minor role are established).

[0284] In particular, in the case of a special role, in a configuration where the winning of the 33rd minor role cannot be established even in the first operation mode and a miss occurs, or in a configuration where the winnings of the 1st minor role to the 6th minor role cannot be established even in the second operation mode and a miss occurs, it is advisable to configure it to store the operation timing and operation order of each of the stop switches 42 to 44 as described above and determine which operation mode it is from that information. Conversely, if the configuration is such that at least in the first operation mode, a miss of the winning of the 33rd minor role does not occur as in the present embodiment, it is advisable to determine that it has been operated in the first operation mode because the winning of the 33rd minor role is established. Also, when the winnings of the 1st minor role to the 6th minor role are established and a special role is won, it may be configured to determine that it is not the first operation mode but the second operation mode.

[0285] In step S1303, when it is determined that the operation was performed in the first operation mode during the selection of a special combination, and in step S1302, when it is determined that the result is a lottery result other than a special combination, the process of subtracting the ceiling counter is executed in steps S1304 to S1306, and then, the process such as the AT mode transition lottery is executed in steps S1307 to S1323. On the other hand, in step S1303, when it is determined that the operation was performed in the second operation mode instead of the first operation mode during the selection of a special combination, the process for the stop-time AT lottery is terminated as it is without performing the process of subtracting the ceiling counter or the AT mode transition lottery, etc.

[0286] That is, as described above, when a special combination is selected, by operating the stop switches 42 to 44 in the first operation mode, a winning of the 33rd minor combination is established, and by operating the stop switches 42 to 44 in the second operation mode, a winning of the 1st minor combination to the 6th minor combination, in which the number of medals paid out is larger than that at the time of winning the 33rd minor combination, is established. In the case of the first operation mode, the process of subtracting the ceiling counter and the AT mode transition lottery, etc. are executed, whereas in the case of the second operation mode, the process of subtracting the ceiling counter and the AT mode transition lottery, etc. are not executed. Also, in the start-time AT lottery process, the AT mode transition lottery or the CZ mode transition lottery, etc. based on the selection of a special combination are not performed. Therefore, although the number of medals paid out is larger when the operation is performed in the second operation mode than in the first operation mode when a special combination is selected, when the operation is performed in the second operation mode, the process related to the instruction function is executed in a more restricted manner than in the case of the first operation mode. In this way, the diversification of the game is achieved as a game property in which the player can select which benefit to enjoy.

[0287] In the process of subtracting the ceiling counter, the subtraction value lottery process is executed in step S1304. In the subtraction value lottery process, the ceiling subtraction value table is obtained from the various table storage areas 105a, and based on the lottery result grasped in step S1301, the value to be subtracted from the ceiling counter in the current game is determined by lottery. As shown in FIG. 39, in this embodiment, 1 to 100 are set as the subtraction values. In the lottery results other than special combinations, basically 1 is likely to be selected including the non-winning results, and when a specific combination as a so-called rare combination is won, a subtraction value larger than 1 may be subtracted from the ceiling counter. On the other hand, when a special combination is won, it is set such that the probability of selecting a subtraction value larger than 1 is higher than when a specific combination is won.

[0288] After executing the subtraction value lottery process in step S1304, the process of setting the subtraction value command as an output target to the display control device 81 is executed in step S1305. The subtraction value command includes information on the subtraction value of the current game. Then, in step S1306, the process of subtracting the subtraction value selected in step S1304 from the ceiling counter is executed. Incidentally, when the ceiling counter becomes 0, as described above, the AT mode winning flag is set in the AT lottery process at the start of the next game. In step S1306, when the current subtraction value is larger than the remaining number of the ceiling counter, the ceiling counter is set to 0 so as not to become a negative value. By doing so, it is possible to suppress the occurrence of an error caused by a negative value. However, when the current subtraction value is larger than the remaining number of the ceiling counter, it may be configured to cause an advantageous event for the player, and an advantageous event may be caused according to the difference between the remaining number and the subtraction value, or the type of the advantageous event may be varied. Advantageous events include, for example, adding on to the setting of the AT mode, making it easier to select the second AT mode which is advantageous as the type of the AT mode, generating a suggestive effect of the setting value, or displaying a rare image.

[0289] After the ceiling counter is decremented in step S1306, processing for AT mode lottery is executed in steps S1307 to S1311. That is, in step S1307, it is determined whether or not the CZ mode flag or CZ mode winning flag is set. If neither flag is set, processing is executed in step S1308 to acquire a normal AT mode transition lottery table upon stop from the various table storage area 105a. On the other hand, if the CZ mode flag or CZ mode winning flag is set and the game is in CZ mode or a transition to CZ mode has been confirmed, processing is executed in step S1309 to acquire a CZ AT mode transition lottery table upon stop from the various table storage area 105a.

[0290] As shown in Figure 39, these AT mode transition lottery tables for normal play when the machine is stopped and for CZ play when the machine is stopped are set up so that a special combination can result in an AT mode transition win, but are set up so that other lottery results do not result in an AT mode transition win. This is because for lottery results other than special combinations, the AT mode transition lottery is performed in the start-time AT lottery process, and this prevents the payout rate from rising due to overlapping transition lotteries being performed at the start and when the machine is stopped. Also, when comparing the AT mode transition lottery table for normal play when the machine is stopped and the AT mode transition lottery table for CZ play when the machine is stopped, they are set up so that, as with the start-time lottery, the CZ lottery is more likely to result in an AT mode transition win than the normal lottery.

[0291] The relationship between the appearance rate (winning probability) of each lottery result in the 3-bet game and the winning probability of the AT mode shift lottery based on the lottery result will be described with reference to FIG.

[0292] As already explained, in the start-time AT lottery process, the lottery result with a lower appearance rate in each game is set to be more likely to result in an AT mode transition win. For example, chance eye A, which appears with a probability of approximately 1 in 164, will result in an AT mode transition win with a 3% probability in CZ mode, and chance eye B, which appears with a probability of approximately 1 in 262, will result in an AT mode transition win with a 5% probability in CZ mode. In this case, in CZ mode, the probability of an AT mode transition win triggered by chance eye A is approximately 1 in 5,460, and the probability of an AT mode transition win triggered by chance eye B is approximately 1 in 5,240. In contrast, in the stop-time AT lottery process, when a special role is won, which appears with a probability of approximately 1 in 20, operating in the first operation mode will result in an AT mode transition win with a probability of approximately 1 in 40, and in CZ mode, the probability of an AT mode transition win triggered by a special role is approximately 1 in 200.

[0293] In other words, the probability that a special role will trigger a win to switch to AT mode is set to be overwhelmingly higher than other results. Specifically, in CZ mode, a special role will trigger a win to switch to AT mode with a probability of approximately 1 in 200, and a role other than a special role will trigger a win to switch to AT mode with a probability of approximately 1 in 178, meaning that in CZ mode, a special role will trigger a win to switch to AT mode with a probability of approximately 50%.

[0294] However, as mentioned above, if the stop switches 42 to 44 are operated in the second operation mode instead of the first operation mode in a game in which a special role is won, the AT mode transition lottery itself will not be held. Therefore, in a game in which the aim is to win the AT mode transition, it is more advantageous for the player to operate the stop switches 42 to 44 in the first operation mode when a special role is won, even if the number of medals paid out is small.

[0295] After each transition lottery table is acquired, an AT mode transition lottery is executed in step S1310, and it is then determined in step S1311 whether or not the AT mode transition lottery has been won.

[0296] When the AT mode transition is selected, the processes for the AT mode selection are executed in steps S1312 to S1315. If the AT mode transition is not selected, the processes for the CZ mode are executed in steps S1316 to S1319. Thereafter, the processes for the precursor mode are executed in steps S1320 to S1323, and then the process for the AT lottery at stop ends. The processes in steps S1312 to S1323 are the same as the processes in steps S809 to S820 in the process for the AT lottery at start.

[0297] In addition, also in the process for the AT lottery at stop, when the AT mode transition is selected or the CZ mode transition is selected, the number of precursor games is set and the precursor command is output. When the AT mode transition is selected during the CZ mode, the number of precursor games is set to 0. In this case, in the process for the number of precursor games (step S1208) that is continuously executed following this process for the AT lottery at stop, the process for starting the AT mode from the next game is performed. That is, whether the AT mode transition is selected in the process for the AT lottery at start during the CZ mode or the AT mode transition is selected in the process for the AT lottery at stop, in the same way, it is notified that the AT mode transition is selected in this game, and the AT mode will be started from the next game.

[0298] Return to the description of the winning result corresponding process (Figure 37).

[0299] When it is determined in step S1205 that the AT mode transition lottery has already been won, and after the process for the AT lottery at stop is executed in step S1206, it proceeds to step S1207. In step S1207, it is determined whether the precursor flag is set. If the precursor flag is set, in step S1208, the process for the number of precursor games is executed, and then the winning result corresponding process ends.

[0300] On the other hand, if the precursor flag is not set in step S1207, it is determined whether the CZ mode flag is set in step S1209. If the CZ mode flag is set and it is in the CZ mode, then in step S1210, after executing the process for the number of CZ games, the process corresponding to the winning result ends. If a negative determination is made in step S1209, the process corresponding to the winning result ends as it is.

[0301] If the AT mode flag is set in step S1204 and it is in the AT mode, then in step S1211, after executing the process for the number of AT games, the process corresponding to the winning result ends.

[0302] Hereinafter, the process for the number of precursor games, the process for the number of CZ games, and the process for the number of AT games will be described respectively.

[0303] <Process for the number of precursor games> In the process for the number of precursor games, as shown in FIG. 41, in step S1401, a process of subtracting 1 from the precursor counter is executed. In the process of setting the number of precursor games in the AT lottery process at the start or the AT lottery process at the stop, if the number of precursor games is set to 0 (if 0 is input to the precursor counter), the precursor counter is not subtracted in step S1401. Then, in step S1402, it is determined whether the precursor counter is 0. If it is not 0, the process for the precursor mode ends as it is. If the precursor counter is 0, in step S1403, a process of clearing the precursor flag is executed.

[0304] In the subsequent step S1404, it is determined whether the AT mode winning flag is set, thereby ascertaining whether the current precursor mode has shifted based on winning the AT mode transition lottery. If the AT mode winning flag is not set and the current precursor mode is based on winning the CZ mode transition lottery, the process proceeds to step S1405. In step S1405, a process of clearing the CZ mode winning flag is executed. Then, in step S1406, the CZ mode flag is set, and in step S1407, a process of inputting 10 as a predetermined number into the CZ game counter provided in the various counter areas 106e is executed. The CZ game counter is a counter for the CPU 102 to grasp the remaining number of games in the CZ mode, and it is a counter that is decremented by 1 each time one game is consumed in the CZ mode. Thereafter, after executing the process of setting the CZ start command as an output target to the display control device 81 in step S1408, the process for this precursor mode is terminated. The display control device 81 that has received the CZ start command controls so that the auxiliary display unit 65 and the speaker 64 notify of winning the CZ mode transition lottery and notify that the CZ mode is started.

[0305] In step S1404, if the AT mode winning flag is set and the current precursor mode is a precursor mode based on winning the AT mode transition lottery, in step S1409, a process of clearing the AT mode winning flag is executed. Then, in step S1410, a process of setting the AT mode flag in the various flag storage areas 106d is executed. In the subsequent step S1411, a continuation rate setting process is executed. As described above, the AT mode in this embodiment is a set management type AT mode with a predetermined number of games as one set, and the AT mode continues until it loses in the continuation lottery in a situation where there is no remaining set number (a situation where the AT set counter is 0). The continuation rate setting process in step S1411 is a process of setting the winning probability (continuation rate) of the continuation lottery.

[0306] In this embodiment, as shown in FIG. 42, the selection rates of a plurality of provided continuation rates (90%, 60%, 10%) are set to be different according to the set value set in the winning probability setting process. In step S1411, based on the set value, which continuation rate to select is determined by lottery. Specifically, basically, the higher the set value (the set value with a higher payout rate), the higher the continuation rate is likely to be selected. For example, the 60% continuation rate is selected with a 30% probability in setting 1, while it is selected with a 70% probability in setting 6. However, the 90% continuation rate is more likely to be selected in odd settings than in even settings, and the most likely set value to be selected is setting 5. When the 90% continuation rate is selected, a 90% flag is set in the various flag storage areas 106d. When the 60% continuation rate is selected, a 60% flag is set in the various flag storage areas 106d. When the 10% continuation rate is selected, a 10% flag is set in the various flag storage areas 106d. The information (90% flag, 60% flag, 10% flag) indicating these continuation rates is a flag that is cleared when the AT mode to be migrated this time ends. That is, once the continuation rate of the AT mode is set, until the AT mode ends, the continuation lottery for each set is performed at that continuation rate.

[0307] After executing the continuation rate setting process in step S1411, the process of inputting 18 to the AT game counter is executed in step S1412. As described above, the AT game counter is a counter for the CPU 102 to grasp the number of games until one set of the AT mode ends, and it is a counter that is decremented by 1 each time one game is completed. When the AT game counter becomes 0 and the continuation condition is satisfied, 18, which is a predetermined number, is input to the AT game counter again. When the AT game counter becomes 0 and the continuation condition is not satisfied, the AT mode ends.

[0308] After that, in step S1412, a process of setting the AT start command as an output target to the display control device 81 is executed, and the process for the precursor mode is terminated. The display control device 81 that has received the AT start command controls the auxiliary display unit 65 and the speaker 64 to perform an effect corresponding to the start of the AT mode. In this case, the AT mode will be started from the next game after the game that ends this time.

[0309] <CZ game count processing> In the CZ game count processing, as shown in the flowchart of FIG. 43, in step S1501, a process of decrementing the CZ game counter by 1 is executed. In the subsequent step S1502, based on the processing result of step S1501, it is determined whether or not the CZ game counter has become 0. If the CZ game counter has not become 0, the CZ mode processing is terminated as it is.

[0310] If the CZ game counter has become 0, in step S1503, a process of clearing the CZ mode flag is executed. After that, in step S1504, a process of setting the CZ end command as an output target to the display control device 81 is executed, and then this CZ mode processing is terminated. The display control device 81 that has received the CZ end command controls the auxiliary display unit 65 and the speaker 64 to notify that the CZ mode has ended.

[0311] As already described, when the AT mode transition lottery is won during the CZ mode, the CZ mode ends at that time and the precursor mode is entered. Therefore, when the CZ mode ends by clearing the CZ mode flag in step S1503, it means that the AT mode transition lottery was not won during the CZ mode.

[0312] <AT game count processing> In the process for the number of AT games, as shown in the flowchart of FIG. 44, the process of decrementing the AT game counter by 1 is executed in step S1601. In the subsequent step S1602, based on the processing result of step S1601, it is determined whether the AT game counter has become 0. If the AT game counter has not become 0, the process for the AT mode is terminated as it is.

[0313] If the AT game counter has become 0, it is determined in step S1603 whether the continuation flag is set. If the continuation flag is set and the continuation condition is satisfied, the process for shifting to the next set (steps S1604 to S1606) is executed. On the other hand, if the continuation flag is not set in step S1603, the process for terminating the AT mode (steps S1607 to S1610) is executed.

[0314] If the continuation condition is satisfied in step S1603, the process of clearing the continuation flag is executed in step S1604. Then, in step S1604, the process of inputting 18 to the AT game counter is executed, and in step S1606, the process of setting the set update command as the output target to the display control device 81 is executed, and then the process for this AT mode is terminated. The display control device 81 that has received the set update command executes the process for updating the effects of the auxiliary display unit 65 and the speaker 64 in response to the shift of the set in the AT mode.

[0315] On the other hand, when the continuation condition is not satisfied in step S1603, the AT mode flag is cleared in step S1607, and the process of clearing the information on the continuation rate (90% flag, 60% flag, 10% flag) is executed in step S1608. Then, the process of setting the AT mode end flag in the various flag storage areas 106d is executed in step S1609. After that, the process of setting the AT end command as the output target to the display control device 81 is executed in step S1610, and then this AT mode process ends. The AT mode end flag is a flag for ending the advantageous section when the AT mode ends. The display control device 81 that has received the AT mode end command controls the auxiliary display unit 65 and the speaker 64 to perform an effect corresponding to the end of the AT mode.

[0316] <Management of Advantageous Section> Next, the first interval display process and the second interval display process for controlling the eighth display segment N8 as the interval display device, shifting to the advantageous section, or ending the advantageous section will be described.

[0317] <First Interval Display Process> First, the first interval display process will be described with reference to FIG. 45. The first interval display process is a process implemented in step S314 in the lottery process (FIG. 19). Based on the operation of the start lever 41, the lottery result of the game is determined, and it is implemented after the lottery for shifting the display mode (lottery result corresponding process) and the like is performed based on the lottery result.

[0318] In step S1701, it is determined whether the eighth display segment N8 as the interval display device is being displayed, or more specifically, whether the eighth display segment N8 is lit. As already described, when the eighth display segment N8 is lit, it indicates a specific section in the advantageous section where at least the notification condition for the push order notification can occur. If a negative determination is made in step S1701 and it is determined that the eighth display segment N8 is off, the process proceeds to step S1702.

[0319] In step S1702, it is determined whether or not an advantageous zone winning game flag has been set in the various flag storage area 106d. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process, and is a flag that allows the CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, processing is executed in step S1703 to clear the advantageous zone winning game flag. Then, processing is executed in step S1704 to set the advantageous zone flag.

[0320] In step S1705, a process is performed to count the number of games played in the advantageous zone, more specifically, to start measuring the advantageous zone game count AG in the various counter areas 106e. The advantageous zone game count AG corresponds to a means for determining the number of games played in the advantageous zone. Then, in step S1706, advantageous zone transition processing is executed. The advantageous zone transition processing is a process for setting the state and advantageous degree of the advantageous zone to be transitioned to this time. Specifically, in the advantageous zone transition processing, the above-mentioned ceiling counter is set by lottery or the like, and the ceiling game count that allows transition to the AT mode without winning the AT mode transition lottery after transition to the advantageous zone is set. The ceiling counter lottery may be performed using, for example, a setting value or the lottery results of the game in question. It is preferable to make it so that a shorter ceiling game count is more likely to be selected for higher settings, a shorter ceiling game count is more likely to be selected for even settings than for odd settings, or a shorter ceiling game count is more likely to be selected for less likely winning results of the current game lottery. Then, a value corresponding to the ceiling game number determined by lottery can be input into the ceiling counter, and for example, by outputting a ceiling command including information corresponding to the ceiling counter to the display control device 81, a presentation suggesting the ceiling game number can be displayed on the auxiliary display unit 65 or speaker 64.

[0321] Incidentally, in the present embodiment, the maximum number of ceiling games is set to 700. That is, after shifting to the advantageous section, normally, the ceiling counter becomes 0 by playing at least 700 games, and the AT mode winning flag is set.

[0322] However, as described above, when each game is not played with a specific prescribed number of bets, the ceiling counter is not subtracted. Also, when the stop switches 42 to 44 are operated in the second operation mode instead of the first operation mode during the winning of a special combination, the ceiling counter is not subtracted. Therefore, even when the actual number of games played exceeds 700 games, there may be a case where the ceiling counter does not become 0 and the AT mode winning flag is not set. In addition, the subtraction value of the ceiling counter may be a value greater than 1 in each game, and the ceiling counter may become 0 before digesting the number of games corresponding to the value of the ceiling counter set at the time of shifting to the advantageous section.

[0323] In the first interval display process, after executing the process at the time of shifting to the advantageous section in step S1706, in step S1707, the display of the interval indicator is started by lighting the eighth display segment N8.

[0324] When it is determined in step S1701 that the eighth display segment N8 as the interval indicator is being displayed, in step S1708, a process of continuing the display during the advantageous section is executed. Specifically, for step S1708, a process for continuing the state where the eighth display segment N8 is lit is performed. That is, the process for ending the display of the interval indicator is not performed in this first interval display process.

[0325] If it is determined in step S1702 that the advantageous section winning game flag is not set, after executing the display start process in step S1707 or after executing the display continuation process in step S1708, it is determined in step S1709 whether the AT mode flag is set. If it is determined in step S1709 that none of the AT mode flags are set, in step S1710, a process of adding 1 to the ratio first counter provided in the various counter areas 106e is executed. The ratio first counter is a counter for counting the number of games in which the push order notification does not occur, that is, the number of games in the normal section and the non-specific section.

[0326] On the other hand, if it is determined in step S1709 that any of the AT mode flags are set, in step S1711, a process of adding 1 to the ratio second counter provided in the various counter areas 106e is executed. The ratio second counter is a counter for counting the number of games in which the push order notification can occur, that is, the number of games in the specific section.

[0327] After executing the process of step S1710 or step S1711, in step S1712, a ratio calculation process is executed. In such a process, a process of dividing the value of the ratio second counter by the added value (total number of games) of the ratio first counter and the ratio second counter is performed. That is, the ratio calculation process is a process of calculating the ratio of the number of games in which the push order notification can occur out of the total number of games. Then, in step S1713, a process for displaying the calculation result of the arithmetic process in step S1712 on the ratio monitor 77 is executed.

[0328] As shown in FIG. 5, the ratio monitor 77 has a plurality of 7-segment display units each composed of seven display segments. Specifically, the ratio monitor 77 has a first display unit 77a, a second display unit 77b, a third display unit 77c, a fourth display unit 77d, and a fifth display unit 77e as the 7-segment display units. The display segments in the first display unit 77a to the fifth display unit 77e each have an individual light source made of an LED, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off of these individual light sources, only any one display segment can be lit, and any combination of display segments can be lit. As a result, the ratio monitor 77 can display a predetermined symbol (including alphabets and numbers) individually, and in particular, the ratio monitor 77 can display five-digit numbers.

[0329] In step S1713, the result of the arithmetic processing in step S1712 is output to the ratio monitor 77, and the display control of each display unit 77a to 77e in the ratio monitor 77 is performed so that a four-digit number is displayed on the ratio monitor 77. Specifically, as the ratio of the number of games in which the order-of-pressing notification can occur out of the total number of games, a number smaller than 1, such as "0.5012", with four digits after the decimal point is displayed on the ratio monitor 77. After the process of step S1713 is executed, the first interval display process ends.

[0330] Note that, after performing the process of rounding the fifth digit after the decimal point in the arithmetic processing of step S1712, the display control of the ratio monitor 77 may be configured. Also, in the ratio monitor 77, since the first display unit 77a basically displays "0", it may be configured not to have the first display unit 77a, or the first display unit 77a may be configured to always display "0" by printing or the like. Also, a decimal point may be displayed by printing or the like between the first display unit 77a and the second display unit 77b.

[0331] <Second Interval Display Process> Next, the second interval display process will be described with reference to the flowchart of FIG. 46. As already described, the second interval display process is a process implemented in step S416 of the reel control process. When one game ends, it is implemented after medal payout (payout determination process) and transition of the game state based on the winning result (winning result corresponding process) are performed.

[0332] In step S1801, it is determined whether the advantageous interval flag is set. If it is not set, the second interval display process ends as it is. If the advantageous interval flag is set, in step S1802, a process of counting the number of games in the advantageous interval is executed. Specifically, a process of adding 1 to the above-mentioned advantageous interval game number AG is performed. In the subsequent step S1803, an update process of the advantageous interval increase / decrease number MY (MY counter) provided in the various counter areas 106e is executed.

[0333] In the MY update process of step S1803, on the condition that the game result of the current game is not any of the replay winning, the number of inserted coins (bet number) is subtracted from the payout number, and the subtraction result is added to the advantageous interval increase / decrease number MY, thereby updating the advantageous interval increase / decrease number MY.

[0334] After executing the MY update process in step S1803, in step S1804, the remaining game count management process is executed, and in the subsequent step S1805, the remaining number management process is executed. The remaining game count management process is a process for managing whether or not the advantageous section has reached the upper limit game count (1500 games) with the current remaining game count based on the remaining game count in the AT mode. In the remaining game count management process, for example, it is determined whether or not the total of the advantageous section game count AG (the consumed game count in the advantageous section) and the AT game counter (the remaining game count in the AT mode) is more than the upper limit game count of the advantageous section. And if such a situation exists, as a flag for specifying the situation, the first excess flag is set in the various flag storage areas 106d, and the first excess command including the information that the first excess flag has been set is set as the output target to the display control device 81. Also, the remaining number management process is a process for managing whether or not the advantageous section has reached the upper limit increase number (2400 sheets) with the current remaining game count based on the remaining game count in the AT mode. In the remaining payout number management process, for example, it is determined whether or not the total of the expected increase number calculated from the AT game counter and the average increase number per game during the AT mode and the current advantageous section increase / decrease number MY is more than the increase / decrease number of the advantageous section. And if such a situation exists, as a flag for specifying the situation, the second excess flag is set in the various flag storage areas 106d, and the second excess command including the information that the second excess flag has been set is set as the output target to the display control device 81.

[0335] After the remaining game number management process and remaining coin number management process are executed, in step S1806, it is determined whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of coins increased or decreased in the advantageous zone MY has reached the upper limit of 2400. If either of these forced termination conditions is met, in step S1807, the number of games in the advantageous zone AG and the number of coins increased or decreased in the advantageous zone MY are cleared to 0. In the following step S1808, a process is performed to terminate the display of the eighth display segment N8 as a zone indicator. Then, in step S1809, a process is executed to initialize parameters and information such as various flags and counters in the advantageous zone, and then this second zone display process is terminated.

[0336] Specifically, the initialization process for the advantageous zone information in step S1809 executes a process to reset flags and counters set at the transition to the current advantageous zone, and flags and counters set during the current advantageous zone, to their initial values. For example, if the advantageous zone flag or various AT mode flags are set and not cleared, these flags are cleared. Furthermore, if the advantageous zone game count AG, the advantageous zone increase / decrease number MY, the counter for the number of continuing games in AT mode, the AT preparation counter, etc. are greater than 0, all of these counters are reset to 0. In other words, this initialization process for the advantageous zone information initializes all variables and parameters that affect the performance of the push order notification for the advantageous zone as a favorable state using the push order notification, and is a process to clear RAM for such variables and parameters.

[0337] If it is determined in step S1806 that the number of games in the advantageous zone AG has not reached the upper limit and the number of coins increased or decreased in the advantageous zone MY has not reached the upper limit increase number, the process proceeds to step S1810, where it is determined whether the AT mode end flag is set. If the AT mode end flag is set, the process proceeds to step S1807, where processing for ending the advantageous zone is executed. If the AT mode end flag is not set, processing for ending the advantageous zone is executed as is.

[0338] <Performance setting processing> The production setting process executed by the CPU 181 of the control device 81 will be described based on the flowchart of FIG. 47. The production setting process is a process that is started by the CPU 181 at a predetermined cycle (for example, a 2 msec cycle).

[0339] In the production setting process, first, at step S1901, it is determined whether a new command has been received from the main control device 101. If a new command has been received, then at step S1902, a process of storing the received command in the RAM 183 is executed. The RAM 183 is provided with a command storage area, and the command storage area is configured as a ring buffer that can store a plurality of commands individually and can be read from the previously stored commands.

[0340] If a negative determination is made at step S1901, or after the process of step S1902 is executed, then at step S1903, it is determined whether the newly received command is a bet-time command. The bet-time command is a command output from the main control device 101 based on the occurrence of a bet operation, and is a bet command set at step S206 of the normal process, etc. If it is a bet-time command, then at step S1904, a bet-time production setting process for performing production setting based on the current bet operation is executed.

[0341] If a negative determination is made at step S1903, or after the process of step S1904 is executed, then at step S1905, it is determined whether the newly received command is a start-time command. The start-time command is a command output from the main control device 101 based on the operation of the start lever 41, and in addition to the lottery result command set at step S311 of the lottery process, there are also precursor commands, continuation commands, set topping-up commands, and push order notification commands set in the lottery result corresponding process (FIG. 27), etc. If it is one of these start-time commands, then at step S1906, a start-time production setting process is executed.

[0342] If a negative determination is made in step S1905, or after the process of step S1906 is executed, in step S1907, it is determined whether the newly received command is a command at each stop operation. The command at each stop operation is a command output from the main control device 101 based on the fact that each stop operation of each of the reels 32L, 32M, and 32R has been performed, and is a stop command set in step S406 of the reel control process (Figure 22). If it is a stop command as such a command at each stop operation, in step S1908, each stop operation effect setting process for performing an effect setting based on the current stop operation is executed.

[0343] If a negative determination is made in step S1907, or after the process of step S1908 is executed, in step S1909, it is determined whether the newly received command is a command at full stop. The command at full stop is a command output from the main control device 101 based on the fact that all of the reels 32L, 32M, and 32R have stopped, and in addition to the winning result command set in step S419 of the reel control process (Figure 22), there are a first BB start command, a second BB start command, a first BB end command, a second BB end command, a precursor command, a CZ start command, an AT start command, a CZ end command, a set update command, an AT end command, etc. set in the bonus state process (Figure 24), the winning result corresponding process (Figure 36), etc. If it is one of these commands at full stop, in step S1910, the full stop effect setting process is executed.

[0344] If a negative decision is made in step S1909, or after the processing of step S1910 has been executed, other processing is executed in step S1911, and then the effect setting processing is terminated. In step S1911, the auxiliary display unit 65, speaker 64, etc. are controlled so that the various effects set in the above-mentioned effect setting processing are executed at the corresponding timing. Also, in step S1911, settings are made for effects based on commands from the main control device 101 other than when betting, starting, or stopping (for example, effects based on operation of the settlement switch 59), effects based on signals from sensors connected without going through the main control device 101 (such as an effect switch detection sensor), settings for error notification, etc.

[0345] The following describes the start-time performance setting process and the full-stop performance setting process.

[0346] <Start-up performance setting process> The start-time effect setting process in step S1906 will be described with reference to the flowchart in FIG.

[0347] In step S2001, it is determined whether the received lottery result command is a lottery result command indicating a push order bell group. As already explained, in the lottery result command setting process in this embodiment (Figure 36(a)), if it is one of the push order bells, a lottery result command indicating the push order bell group is output, rather than a lottery result command indicating an individual result. In step S2001, if a lottery result command indicating a push order bell group is received and it is a game in which one of the push order bells has been won, proceed to step S2002.

[0348] In step S2002, it is determined whether any push order notification command has been received. As already explained, when any push order bell is won during the AT mode, a push order notification command corresponding to the operation sequence for establishing the first minor winning to the sixth minor winning is output according to the type of the won push order bell (see Fig. 36(b)). If any push order notification command has been received, in step S2003, settings are executed so that the corresponding push order notification effect is performed on the auxiliary display unit 65 or the speaker 64.

[0349] If it is determined in step S2001 that the lottery result command indicating the push order bell group has not been received, in step S2004, it is determined whether a lottery result command indicating a special winning has been received. If an affirmative determination is made in step S2004 and the lottery result of the current game is a special winning, in step S2005, it is determined whether a push order notification command has been received. As already explained, in a game in which a special winning is achieved during the AT mode, a push order notification command corresponding to the operation sequence for establishing the sixth minor winning among the first minor winning to the sixth minor winning is output (see Fig. 36(b)). If a push order notification command has been received, the process proceeds to step S2003, and settings are executed so that the push order notification effect for the sixth minor winning is performed on the auxiliary display unit 65 or the speaker 64.

[0350] If it is determined in step S2004 that a lottery result command indicating a special role has not been received, it is determined in step S2006 whether a lottery result command indicating any specific role has been received. As already explained, a specific role is a lottery result called a rare role that is unlikely to appear (to win) as a lottery result for each game. In this embodiment, chance eye A to chance eye C, cherry A to cherry C, and watermelon are set as specific roles. As shown in FIG. 30, in the AT mode transition lottery in the start AT lottery process triggered by these lottery results, the probability of winning the AT mode transition lottery is set to be higher than other lottery results. Furthermore, in the AT mode additional lottery, if a specific role is won, the additional lottery can be won, while if a normal role such as normal lip A is won, the additional lottery cannot be won. If the lottery result for this game is a specific role win, processing to set a specific role notification effect is executed in step S2007. In the setting process of the specific role notification effect, a setting is executed so that the specific role notification that the lottery result of this game is one of the above specific roles is performed on the auxiliary display unit 65 and the speaker 64. For example, as the specific role notification, an effect is set in which three exclamation mark characters are displayed on the auxiliary display unit 65 in correspondence with the three stop switches 42 to 44 provided.

[0351] If a negative judgment is made in step S2002, step S2005, or step S2006, or after the processing of step S2003 or step S2007 has been executed, the process proceeds to step S2008. In step S2008, a start-time premonition effect setting process is executed. In the start-time premonition effect setting process, a process for setting the premonition mode is executed based on the premonition command output and set in the start-time AT lottery process in the main control device 101, and a process for setting the premonition effect for each game in the premonition mode is executed. This start-time premonition effect setting process will be described in detail later.

[0352] In the following step S2009, it is determined whether or not the sub-side CZ flag is set in the various flag storage area 183a. The sub-side CZ flag is a flag that allows the CPU 181 to know that it is in CZ mode. If the sub-side CZ flag is set, in step S2010, a start CZ effect setting process is executed. In the start CZ effect setting process, a process is executed to set the effect of the game that is starting this time, depending on the lottery results of each game in CZ mode. This start CZ effect setting process will also be explained in detail later.

[0353] If a negative decision is made in step S2009, or after the processing of step S2010 has been executed, an AT effect setting process is executed in step S2010. In the AT effect setting process, in a set-managed AT mode in which 18 games are a predetermined number, a battle effect is set as the effect in one set, for example, in which an ally character faces off against an enemy character, and if the continuation condition of the set is met, the ally character wins, and if the continuation condition is not met, the ally character is defeated and the enemy character wins. In this case, for example, in each of the first 10 games of one set of games, a confrontation effect in which an ally character faces off against an enemy character is executed, and in each of the last 8 games of the set of games, a battle effect in which an ally character faces off against an enemy character is executed.

[0354] After the AT effect setting process is executed in step S2011, other start-time effect setting processes are executed in step S2012, and then this start-time effect setting process is terminated. In step S2012, for example, a process is executed to set an effect suggesting the lottery result in response to the start of the game, or to turn off the lamp around the start lever 41 to notify that the operation has been accepted, etc.

[0355] <Performance setting process when all stops> Next, the all-stop performance setting process in step S1910 of the production setting process (Fig. 47) will be described with reference to the flowchart of Fig. 49. As already described, the all-stop performance setting process is a process for performing performance setting when the newly received command is an all-stop command such as a winning result command, a first BB start command, a second BB start command, a first BB end command, a second BB end command, a precursor command, a CZ start command, an AT start command, a CZ end command, a set update command, an AT end command, etc.

[0356] In step S2101, it is determined whether a CZ start command has been received. If a CZ start command has been received, in step S2102, a process of setting the sub-side CZ flag in the various flag storage areas 183a is executed, and in step S2103, a performance setting process for performing a CZ start performance as the performance at the time of betting in the next game is executed on the auxiliary display unit 65 and the speaker 64. The CZ start performance is, for example, as shown in Fig. 50(a), that the CZ mode is started from this game, and the remaining number of games (10) in the CZ mode is displayed on the auxiliary display unit 65. That is, when a CZ start command is received as the stop command, after the game ends, a CZ start performance is executed based on the betting operation in the next game. By setting the sub-side CZ flag in step S2102, an affirmative determination is made in step S2009 in the start performance setting process for the next game, and the start CZ performance setting process is performed.

[0357] If a negative determination is made in step S2101, in step S2104, it is determined whether the above sub-side CZ flag has already been set. If it has already been set and the game to be ended this time is a game in the CZ mode, in step S2105, a stop CZ performance setting process is executed. The stop CZ performance setting process is a process for correcting the performance in the CZ mode set in the above start CZ performance setting process at the start of the game at the end of the game. Such a stop CZ performance setting process will be described in detail later.

[0358] If a negative determination is made in step S2104, it is determined whether an AT start command has been received in step S2106. If an AT start command has been received, the process of setting the sub-side AT flag in the various flag storage areas 183a is executed in step S2107, and the AT start processing is executed in the subsequent step S2108. In the AT start processing, for example, the process of inputting the number of games in the set to start into the game number counter for grasping the number of completed games in each set of the AT mode is executed, or the process of inputting 1 into the set counter for grasping the number of continuous sets is executed, or as an effect at the time of betting on the next game, the process of performing an AT start effect on the auxiliary display unit 65 or the speaker 64 is executed. The AT start effect is set to be an effect in which, for example, as shown in Fig. 51(a), a display indicating that the AT mode has started (character display such as "AT START") is performed. That is, when an AT start command is received as the stop command, after the game ends, the AT start effect is executed based on the betting operation for the next game. In the AT start effect, for example, the background and sound effects may be set to vary according to the continuation rate so as to suggest the continuation rate of the AT mode to start.

[0359] If a negative determination is made in step S2106, it is determined whether an AT end command has been received in step S2109. If an AT end command has been received, the process of clearing the sub-side AT flag is executed in step S2110, and the effect setting process for performing an AT end effect on the auxiliary display unit 65 or the speaker 64 is executed in step S2111. The AT end effect is set to be an effect in which, for example, as shown in Fig. 51(b), a display indicating that the AT mode has ended (character display such as "See you later") is performed, along with an effect for notifying the number of continuous sets and the number of medals acquired in the current AT mode.

[0360] If a negative determination is made in step S2109, it is determined whether a set update command has been received in step S2112. If a set update command has been received and one set in the AT mode has ended and the process is to shift to the next set, the set update process is executed in step S2113. In the set update process, a process of clearing information regarding the presence or absence of the continuation condition of the previous set at the start of the current set is executed, or a process of inputting the number of games in the current set into the above game number counter is executed.

[0361] If a negative determination is made in step S2112, the pre-stop effect setting process is executed in step S2114. As already described, in the present embodiment, the AT mode transition lottery and the CZ mode transition lottery are executed not only at the start of the game but also at the end, and a premonition command can be output based on the result. The pre-stop effect setting process is a process of setting various effects in the premonition mode based on the premonition command output at the end of the game. Such a pre-stop premonition mode setting process will be described in detail later.

[0362] After the processes of step S2103, step S2105, step S2108, step S2111, step S2113, or step S2114 are executed, the game number management process is executed in step S2115. The game number management process is a process of managing the number of games from the transition to the advantageous section until the ceiling until the AT mode transition is won, and setting the effect when the ceiling is reached. Such a process related to the number of games will be described in detail later.

[0363] After executing the process of step S2115, other all-stop performance setting processes are executed in step S2116, and then this all-stop performance setting process ends. In step S2116, processes are performed for performing performances corresponding to various commands output at the start and end of BB, control is performed so that the upper lamp 63 lights up in a color corresponding to the winning combination, control is performed so that a sound effect corresponding to the payout number of the winning combination is emitted from the speaker 64, and control is performed so that a sound effect corresponding to the automatic bet during replay is emitted from the speaker 64.

[0364] <Overview of CZ Performance> Prior to the description of the start-time CZ performance setting process and the stop-time CZ performance setting process, an overview of the performance of each game during the CZ mode in this embodiment will be described with reference to FIG. 54 and the like.

[0365] As already described, in the CZ mode in this embodiment, it is set to be easier to win the AT mode transition lottery than in the normal mode. And when winning the AT mode transition lottery during the CZ mode, the number of precursor games is set to 0 games, and notification of winning the AT mode transition in that game is performed, and the AT mode is started from the next game. That is, in this embodiment, a complete notification type of notification mode is adopted in which the result of the AT mode transition lottery is notified within that game in each game during the CZ mode. By doing so, the flow of the game from the CZ mode to the AT mode can be made smoother, and the attention level of each game during the CZ mode can be suitably increased.

[0366] As specific effects of each game in the CZ mode, in the present embodiment, a plurality of variable areas for numerical characters are provided in the auxiliary display unit 65, and it is configured to notify that the numerical characters stopped in the plurality of variable areas have won the AT mode transition lottery by forming a predetermined combination. In the present embodiment, a case where the same numerical characters stop to form a pair is set as a predetermined combination. For example, as shown in FIGS. 54(a1) to 54(c1), as variable areas for numerical characters in the auxiliary display unit 65, a left variable area SP1, a middle variable area SP2, and a right variable area SP3 are set in order from the left, and numerical characters from 1 to 9 are set as the numerical characters to be displayed in these variable areas SP1 to SP3. Then, when each game starts, the numerical characters in these variable areas SP1 to SP3 are variably displayed, for example, in the vertical direction, and each time the stop switches 42 to 44 are operated, the numerical characters are stopped in order from the left. FIG. 54(a1) shows a state where the left stop switch 42 is operated and a numerical character has stopped in the left variable area SP1, FIG. 54(b1) shows a state where the middle stop switch 43 is operated and a numerical character has stopped in the middle variable area SP2, and FIG. 54(c1) shows a state where the right stop switch 44 is operated and a numerical character has stopped in the right variable area SP3. In this case, in FIG. 54, although the characters of the same number "1" have stopped in the left variable area SP1 and the middle variable area SP2, a character of "4" different from the left and middle numbers has stopped in the right variable area SP3, indicating that a predetermined combination has not been formed. That is, it is notified that the AT mode transition lottery has not been won.

[0367] Here, the stop switches 42 to 44 are provided so as to be displaceable from an initial position arranged on the front side of the slot machine 10 to an operation position arranged on the back side. And the stop switches 42 to 44 are biased by a spring or the like as a biasing means toward the initial position from the operation position, and are arranged at the initial position before the operation. By pressing the stop switches 42 to 44 arranged at the initial position toward the operation position and applying a force exceeding the biasing force of the biasing means to the back side, the stop switches 42 to 44 are displaced toward the operation position. And when the hand or the like is released from the stop switches 42 to 44, they return to the initial position by the biasing force of the above biasing means.

[0368] The detection signals from the stop detection sensors 42a to 44a to the main control device 101 change from the OFF state to the ON state when the stop switches 42 to 44 are displaced from the initial position to the operation position, and change from the ON state to the OFF state when the stop switches 42 to 44 are displaced from the operation position to the initial position. The main control device 101 can grasp that the stop switches 42 to 44 are displaced from the initial position toward the operation position by grasping that the detection signals from the stop switches 42 to 44 rise from the OFF state to the ON state, and can grasp that the stop switches 42 to 44 are displaced from the operation position toward the initial position by grasping that the detection signals from the stop switches 42 to 44 fall from the ON state to the OFF state.

[0369] In the following description, operating the stop switches 42 to 44 from the initial position toward the operation position is also referred to as a stop ON operation, and operating the stop switches 42 to 44 from the operation position toward the initial position (releasing the hand or the like) is also referred to as a stop OFF operation. Also, the first stop ON operation among the stop switches 42 to 44 is referred to as the first stop ON operation, the first stop OFF operation is referred to as the first stop OFF operation, the second stop ON operation is referred to as the second stop ON operation, the second stop OFF operation is referred to as the second stop OFF operation, the third stop ON operation is referred to as the third stop ON operation, and the third stop OFF operation is referred to as the third stop OFF operation, respectively.

[0370] In the production during the CZ mode, the stop of the numeric characters in each of the above variable regions SP1 to SP3 is executed based on the stop ON operation among the operations of the stop switches 42 to 44. That is, as shown in FIG. 54(a2), by performing the stop ON operation on the left stop switch 42, the numeric character stops in the left variable region SP1. As shown in FIG. 54(b2), by performing the stop ON operation on the middle stop switch 43, the numeric character stops in the middle variable region SP2. As shown in FIG. 54(c2), by performing the stop ON operation on the right stop switch 44, the numeric character stops in the right variable region SP3.

[0371] Note that the configuration is such that the numeric character stops in the left variable region SP1 during the first stop ON operation, in the middle variable region SP2 during the second stop ON operation, and in the right variable region SP3 during the third stop ON operation, and each of the variable regions SP1 to SP3 where the numeric character stops is associated one-to-one with the stop order of the stop switches 42 to 44. However, it may also be configured such that each of the variable regions SP1 to SP3 where the numeric character stops is associated one-to-one with each of the stop switches 42 to 44. Specifically, for example, when the middle stop switch 43 is operated as the first stop ON operation, the numeric character stops in the middle variable region SP2. When the right stop switch 44 is operated as the second stop ON operation, the numeric character stops in the right variable region SP3. When the left stop switch 42 is operated as the third stop ON operation, the numeric character stops in the left variable region SP1.

[0372] <Initial CZ production setting process> Regarding the initial CZ production setting process in step S2010 of the production setting process at start (FIG. 48), it will be described with reference to the flowchart of FIG. 52.

[0373] In step S2201, it is determined whether or not the sub-side CZ flag is set. If the sub-side CZ flag is not set, the current start-time CZ effect setting process is terminated as it is. If the sub-side CZ flag is set, in step S2202, an update process for the CZ game number display is executed. Note that although the number of games during the CZ mode is managed in the stop-time CZ effect setting process, the display of the remaining number of games in the CZ mode on the auxiliary display unit 65 (see the remaining game number image GP in FIG. 54) is configured to be updated at the start of the game. In step S2202, according to the remaining number of games in the CZ mode, the corresponding remaining game number image GP is read from the storage area of the ROM 182, and the auxiliary display unit 65 is controlled so that the updated remaining game number image GP is displayed.

[0374] After executing the update process for the CZ game number display, in step S2203, it is determined whether or not a lottery result command indicating a specific combination is received as the start command for the current game. If a lottery result command indicating a specific combination is received, in step S2204, as the effect during the CZ mode of the current game, a tenpai effect (FIG. 55(a)) is set so that the character of the number to be stopped at the first stop ON operation and the character of the number to be stopped at the second stop ON operation are the same character. By performing the tenpai effect, it becomes possible to enhance the anticipation that a predetermined combination corresponding to the winning of the AT mode transfer is formed as described above.

[0375] On the other hand, if it is determined in step S2203 that the lottery result command indicating a special role has not been received, the process proceeds to step S2205 to determine whether the lottery result command indicating a special role has been received. If the lottery result command indicating a special role has not been received and the lottery result of the current game is neither a special role nor a specific role, step S2206 determines whether a precursor command has been received as the start command of the current game. As already explained, in the start-time AT lottery process, when winning the AT mode transition lottery or the CZ mode transition lottery, the precursor command is set to be output. When receiving the precursor command during the CZ mode, it means winning the AT mode transition lottery in the current game. Also, when winning the AT mode transition lottery during the CZ mode, since the number of precursor games is set to 0 games, the AT mode starts from the next game of the current game.

[0376] If the precursor command is received in step S2206, the process proceeds to step S2204 to set the effect so that the above-mentioned tempai effect is performed by the first stop ON operation and the second stop ON operation. On the other hand, if the precursor command has not been received, the process proceeds to step S2207 to execute the normal tempai effect lottery process. In the normal tempai effect lottery process, for example, regardless of the lottery result of the current game, a lottery is conducted so that the tempai effect occurs with a probability of about 5%. Then, in step S2208, it is determined whether the lottery for the above-mentioned tempai effect has been won. If it has been won, the process proceeds to step S2204 to perform the tempai effect.

[0377] On the other hand, if it is determined in step S2208 that the lottery for the tempai effect has not been won, in step S2209, a scattered effect (Fig. 55(b)) is set so that the character of the number stopped at the first stop ON operation and the character of the number stopped at the second stop ON operation are different. By performing the scattered effect, it is possible to reduce the anticipation of forming a predetermined combination corresponding to winning the AT mode transition as described above.

[0378] In step S2204, after setting so that a tempai effect is performed in the first stop ON operation and the second stop ON operation, it is determined in step S2210 whether a precursor command has been received. If a precursor command has been received and the result of the AT mode transition lottery in the current game is a winning result, then in step S2211, it is determined by lottery whether to generate a bomb effect based on the third stop ON operation in the current game.

[0379] As shown in Fig. 57(a), the bomb effect is an effect in which a numerical character is stopped in the right variation region SP3 as the third stop ON-time effect and a bomb character (bomb image BP) is displayed. In the bomb effect, thereafter, after the third stop OFF operation is performed, as shown in Fig. 57(b), an explosion effect in which an explosion image EP in which the bomb image BP explodes is displayed is executed, or as shown in Fig. 59(a), a non-explosion effect in which a non-explosion image NP in which the bomb image BP does not explode is displayed is executed. When the bomb effect switches to the explosion effect, as shown in Fig. 58(a), it switches from a state in which a predetermined combination is not formed in each variation region SP1 to SP3 to a state in which a predetermined combination is formed, and notification of winning the AT mode transition lottery is given, and as shown in Fig. 58(b), an AT winning effect is performed. On the other hand, when the bomb effect executes the non-explosion effect, as shown in Fig. 59(b), the state in which a predetermined combination is not formed in each variation region SP1 to SP3 is maintained, and a miss redisplay effect is performed as notification of not winning the AT mode transition lottery.

[0380] Here, the bomb image BP is set to be displayed in an area that does not overlap with the number characters in the right variable area SP3, specifically, it is displayed in front of the number characters in the middle variable area SP2 and overlaps with the number characters, but does not overlap with the number characters in the right variable area SP3, and further, it is displayed in a position that does not overlap with the number characters in the left variable area SP1. By doing this, it is possible to preferably avoid the situation where the number characters in the right variable area SP3 that are stopped upon the third stop ON operation becoming difficult or impossible to grasp due to the display of the bomb image BP.

[0381] In contrast, the explosion image EP (Fig. 57(b)) is displayed in front of the number characters stopped in each of the variable areas SP1 to SP3, overlapping these number characters. More specifically, in this embodiment, the explosion image EP is set to be displayed to the extent that the number characters cannot be seen. By doing so, it is possible to make it less likely that a strange feeling will be felt when the number characters are in a predetermined combination after the explosion.

[0382] In the winning bomb effect lottery process of step S2211, it is determined whether to generate a bomb effect according to the lottery result of the game. In this embodiment, for example, the lottery triggered by chance eye A among specific roles is more likely to generate a bomb effect than the lottery triggered by chance eye C. The more difficult it is to win the AT mode transition lottery, the more likely an explosion effect will occur. After executing the bomb effect lottery process, it is determined in step S2212 whether the bomb effect lottery has been won. If not, in step S2213, by the third stop ON operation, it is set that a double number effect (Figure 56(a)) in which the same number characters as the characters of the number stopped by the above-mentioned tempai effect stop is formed. Then, in step S2214, after setting that an AT winning effect (Figure 56(b)) is performed based on the third stop OFF operation of this game, this start-time CZ effect setting process is terminated. The AT winning effect is set so that, for example, the appearance of a military character cheering is displayed on the auxiliary display unit 65 to bless the winning of the AT mode transition.

[0383] If the explosion effect lottery at the time of winning the AT mode transition is not won in step S2212, in step S2215, it is set that a tempai deviation effect (Figure 55(a)) in which characters of a number different from the characters of the number stopped by the above-mentioned tempai effect at the time of the third stop ON operation is stopped. Also, if it is determined in step S2210 that the precursor command has not been received, in step S2216, it is set that a tempai deviation effect (Figure 55(a)) in which characters of a number different from the characters of the number stopped by the above-mentioned tempai effect at the time of the third stop ON operation is stopped. Further, when a broken number effect instead of the tempai effect is performed, after executing the process of step S2209, in step S2217, it is set that a broken number effect (Figure 55(b)) in which random number characters are stopped at the time of the third stop ON operation is performed.

[0384] After executing the process of step S2216 or step S2217, proceed to step S2218. In step S2218, it is determined whether a special role flag is set in the various flag storage areas 183a. The special role flag is a flag set in step S2222 when a special role is elected. Since a negative determination was made in step S2205 this time, it is the case where the special role flag is not set. In step S2218, a negative determination is made and the process proceeds to step S2219.

[0385] In step S2219, based on the third stop ON operation of the current game, it is determined by lottery whether to generate a bomb effect.

[0386] In the bomb effect lottery process when not elected to transition to the AT mode in step S2219, it is determined whether to generate a bomb effect according to the lottery result of the game. For example, make it easier for a lottery triggered by a specific role to generate a bomb effect than a lottery triggered by other than a specific role. After executing the bomb effect lottery process, it is determined in step S2220 whether elected in the bomb effect lottery. If not elected, the start-up CZ effect setting process is terminated as it is. If elected in the bomb effect lottery, after setting so that the bomb image BP is displayed based on the third stop ON operation in step S2221, this start-up CZ effect setting process is terminated.

[0387] In this way, according to the lottery result of each game and the result of the AT mode transition lottery executed at the start, a jackpot effect is performed in the variable areas SP1 to SP3 to notify that the AT mode transition lottery was won, or a non-tenpai straight flush effect or a broken flush effect is performed to notify that the AT mode transition lottery was not won.

[0388] On the other hand, when the lottery result of the game is a special role, if the operation mode of the stop switches 42 to 44 in the game is the first operation mode, the AT mode transition lottery is performed. However, if it is the second operation mode, the AT mode transition lottery is not performed. Then, as described above, at the time of winning a special role, the AT mode transition lottery is not performed in the start-time AT lottery process, but is performed in the stop-time AT lottery process. Therefore, although it is possible to determine whether a special role has been won at the start of the CZ mode, it is not possible to grasp whether the AT mode transition lottery is successful or not. Therefore, in the present embodiment, while starting in advance, as variable displays in each of the variable areas SP1 to SO3, the effect corresponding to the result of the AT mode transition lottery executed at the stop based on the special role, after the AT mode transition lottery at the stop is executed, the effect started in advance is set to be corrected according to the result of the AT mode transition lottery.

[0389] Specifically, when it is determined in step S2205 that a lottery result command indicating a special role has been received, a process of setting a special role flag in the various flag storage areas 183a is executed in step S2222. Then, in step S2223, a tempai effect lottery process for the special role is executed. This tempai effect lottery process is set so that the winning probability is different from the tempai effect lottery process in step S2207 described above. Specifically, when winning a special role, it is set so that a tempai effect is more likely to occur than when it is neither a special role nor a specific role. More specifically, in step S2223, it is set so that a tempai effect occurs with a probability of 30%.

[0390] After the tempai effect lottery process is executed in step S2223, it is determined in step S2208 whether or not the tempai effect lottery has been won. If the lottery has been won, the process for setting the tempai effect is performed in step S2204. Incidentally, at the time of winning a special role, since a precursor command is not output in the start-time AT lottery process, even if a tempai effect is performed, a negative determination is made in step S2210, and it is set so that a tempai miss effect is performed in step S2216.

[0391] On the other hand, when it is determined in step S2208 that the player has not won the tempai performance lottery, the scattered-eye performance is set to be performed in steps S2209 and S2217.

[0392] After executing the process of step S2216 or step S2217, as described above, the process proceeds to step S2218 to determine whether the above special role flag is set. Since the special role flag is set this time, an affirmative determination is made in step S2218 and the process proceeds to step S2221. In step S2221, as described above, it is set so that the bomb image BP is displayed based on the third stop ON operation.

[0393] That is, in the special role winning game, it is set so that the tempai performance is more likely to occur than when the player does not win the special role, and a bomb performance in which the bomb image BP is displayed during the third stop ON operation always occurs.

[0394] <Stop-time CZ performance setting process> Next, the stop-time CZ performance setting process in step S2105 in the stop-time performance setting process (FIG. 49) will be described with reference to the flowchart of FIG. 53.

[0395] In step S2301, it is determined whether the above bomb performance is being executed. If the bomb performance is being executed, then in step S2302, it is determined whether a precursor command is received as the current start command or stop command. As described above, the case of receiving a precursor command during the CZ mode is when the player wins the AT mode transition lottery, the case of receiving a precursor command as the start command is when the player wins the AT mode transition lottery in the start-time AT lottery process, and the case of receiving a precursor command as the stop command is when the player is operated in the first operation mode when winning the special role and the AT mode transition lottery is performed and the player wins that AT mode transition lottery. And in this case as well, since the number of precursor games is set to 0 games, the AT mode is started from the next game after the game that ends this time.

[0396] When a precursor command is received, in step S2303, it is set so that an explosion effect (Fig. 57(b)) in which the bomb image BP is switched to the explosion image EP in the current bomb effect is performed. Then, in step S2304, it is set so that a double-eye effect (Fig. 58(a)) is performed when the explosion effect ends. After that, in step S2305, it is set so that an AT winning effect (Fig. 58(b)) is performed after the double-eye effect, and then the current stop CZ effect setting process is terminated.

[0397] On the other hand, when a precursor command is not received in step S2302, the process proceeds to step S2306, and it is set so that a misfire effect (Fig. 59(a)) in which the bomb image BP is switched to the misfire image NP in the current bomb effect is performed. Then, in step S2307, when the misfire effect ends, it is set so that a deviation re-display effect (Fig. 59(b)) in which the originally displayed temp deviation eyes or broken eyes are displayed is performed.

[0398] If it is determined in step S2308 that the bomb effect is not being executed, or after the process of step S2307 is executed, in step S2308, it is determined whether the CZ game number counter provided in each counter area 183b is 0. The CZ game number counter is input with the number of games (10) in the CZ mode when the CZ mode starts. If the CZ game number counter is not 0, in step S2309, the process of subtracting 1 from the CZ game number counter is executed, and then the current stop CZ effect setting process is terminated. In this case, in step S2202 in the above start-time CZ effect setting process, an update process of the CZ game number display is performed so that the remaining game number image GP corresponding to the value of the CZ game number counter subtracted in step S2309 is displayed.

[0399] When the CZ game number counter is 0 in step S2308, after executing the process of setting so that the CZ mode end effect is performed in step S2310, the stop-time CZ effect setting process ends. As shown in Fig. 50(b), the CZ mode end effect is set to an effect that notifies that the remaining number of games in the CZ mode has become 0 and the CZ mode has ended. In addition, when the non-winning effect in step S2306 or the off-screen re-display effect in step S2307 is set, it is set so that the CZ mode end effect is performed after these non-winning effects or off-screen re-display effects are performed.

[0400] <Effect of Special Role Selection Game> Next, the state of the effect of the special role selection game during the CZ mode will be described with reference to the timing chart of Fig. 60. Fig. 60(a1) shows the case where the stop switches 42 to 44 are operated in the first operation mode in the special role selection game and a win is obtained in the AT mode transition lottery, and Fig. 60(b1) shows the case where the stop switches 42 to 44 are operated in the second operation mode in the special role selection game and a non-win is obtained in the AT mode transition lottery. As already described, when operating in the first operation mode in the special role selection game, a winning of the 33rd minor role is established and one medal is paid out, while when operating in the second operation mode in the special role selection game, winnings of the 1st to 6th minor roles are established and eight medals are paid out.

[0401] Based on the operation of the start lever 41 at ta1, the rotation of each reel 32L, 32M, 32R starts. Then, based on the start operation at ta1, a lottery process is performed. When winning a special role, in the start-time AT lottery process executed at ta1, a non-win is obtained in the AT mode transition lottery. Also, during the CZ mode, based on the start operation at ta1, the variable display of the numeric characters in each variable area SP1 to SP3 starts.

[0402] When the first stop ON operation is performed at ta2, as shown in Fig. 60(a2), a numeric character stops in the left fluctuation area SP1. Also, when the second stop ON operation is performed at ta3, as shown in Fig. 60(a3), a numeric character stops in the middle fluctuation area SP2. The figure shows the case where a winning is selected in the special-purpose tempai production lottery process (step S2220), and in Fig. 60(a3), a tempai production is being performed. Then, when the third stop ON operation is performed at ta4, as shown in Fig. 60(a4), a numeric character stops in the right fluctuation area SP3 so as to result in a tempai miss production, and a bomb production is started. These productions in Figs. 60(a2) to 60(a4) are set in the start-time CZ production setting process and correspond to pre-productions set before the stop-time AT mode transition lottery based on special roles is performed.

[0403] As described above, the winning result corresponding process on the main control device 101 side (Fig. 37) is executed in step S415 in the reel control process (Fig. 22) and is executed after the payout determination process (step S413). That is, the winning result corresponding process is executed after each of the reels 32L, 32M, and 32R has stopped and after the medal payout based on the stop has been completed.

[0404] In this case, after the bomb production is started based on the third stop ON operation of ta4, when the third stop OFF operation is performed at ta5, the medal payout based on the winning of the 33rd minor role is started. Then, after the medal payout is completed at ta6, the stop-time AT lottery process is executed, and as a result, a precursor command is received and the bomb production switches to an explosion production at ta6 (Fig. 60(a5)). Thereafter, at ta7, it switches from the explosion production to a double character production (Fig. 60(a6)), and at ta8, an AT winning production is executed (Fig. 60(a7)). In this way, the notification (Fig. 60(a7)) of winning the AT mode transition lottery within the game started at ta1 is performed. In this case, the AT mode is started from the next game of the said game.

[0405] When operating in the second operation mode in the special winning combination game, as shown in Fig. 60(b1), the rotation of each reel 32L, 32M, 32R is started based on the start operation performed at tb1. Then, based on the first stop ON operation of tb2, a numeric character stops in the left variable area SP1 (Fig. 60(b2)), based on the second stop ON operation of tb3, a numeric character stops in the middle variable area SP2 (Fig. 60(b3)), and based on the third stop ON operation of tb4, a numeric character stops in the right variable area SP3 and a bomb effect is started (Fig. 60(b4)). These effects in Figs. 60(b2) to 60(b4) are also set in the start CZ effect setting process and correspond to the preliminary effects set before the stop AT mode transition lottery based on the special winning combination is performed.

[0406] As described above, when operating in the second operation mode in the special winning combination game, winning combinations from the first minor winning combination to the sixth minor winning combination, which pay out more medals than when winning the 33rd minor winning combination, are established and 8 medals are paid out.

[0407] Then, after performing the third stop OFF operation at tb5, the 8 - medal payout based on winning the first minor winning combination to the sixth minor winning combination is completed at tb7, which is after tb6 where the 1 - medal payout at the time of winning the 33rd minor winning combination is completed. That is, the stop - time AT lottery - related process in the winning - result corresponding process is executed at tb7, which is after tb6, and the result of the stop - time AT mode transition lottery can also be grasped at tb7.

[0408] In this case, the bomb effect started from tb4 is switched to a non - activation effect at tb7, and then, at tb8, a losing - result re - display effect is performed, notifying that the result of the AT mode transition lottery for this game is a losing result.

[0409] Although detailed description with figures is omitted, when operating in the first operation mode in the special winning combination game, if the AT mode transition is not selected in the stop - time AT lottery - related process, it is determined that no precursor command has been received in the stop CZ effect setting process of ta6. In this case, the bomb effect is switched to a non - activation effect at ta6, and then, at ta7, a losing - result re - display effect is displayed.

[0410] As described above, in this embodiment, when the lottery result of the game is a special role, if the operation mode of the stop switches 42 to 44 in the game is the first operation mode, one medal payout can occur, and an AT mode transition lottery, which is one process of the process related to the instruction function, is executed. On the other hand, if the operation mode of the stop switches 42 to 44 in the game is the second operation mode, eight medal payouts, which are more than in the case of the first operation mode, can occur, and an AT mode transition lottery, which is one process of the process related to the instruction function, is not executed. Therefore, in terms of the gameplay of reducing the decrease in the number of medals in hand, it is more advantageous for the player to operate in the second operation mode, and in terms of the gameplay aiming for AT mode transition, it is more advantageous for the player to operate in the first operation mode. In this way, since the player can select which game to play, it is possible to provide a gaming machine that caters to the diverse needs of the player.

[0411] Moreover, in the special role winning game, after setting to perform a bomb effect corresponding to the special role from the start of the game, depending on the result of the AT mode transition lottery performed at the end of the special role winning game, whether to change the bomb effect to an explosion effect or a non-explosion effect is switched. Therefore, even for a special role where the execution or execution mode of the process related to the instruction function differs depending on the operation mode, it is possible to notify the result of the process related to the instruction function within the game in which the special role is won. As a result, it is possible to prevent the result notification related to the instruction function from being carried over to the next game and subsequent games, and as a so-called full notification type of notification mode, it is possible to dramatically increase the attention paid to the result notification in each game.

[0412] In particular, in the present embodiment, when winning the AT mode transition lottery during the CZ mode, since the AT mode is started from the next game of the game in which the transition lottery is won, even when winning the AT mode transition lottery triggered by a special combination, after notifying the winning of the AT mode transition, it is possible to start the AT mode from the next game. Therefore, there is no need to delay the start timing of the AT mode due to the game result or the convenience of the notification side, and it is possible to realize smooth gameplay while simplifying the process.

[0413] Since the process for the AT lottery at stop is executed after the payout of medals is completed, the period from when the third stop OFF operation is performed until the process for the AT lottery at stop is performed will be different depending on whether the operation is performed in the first operation mode or the second operation mode in the special combination winning game. That is, when the bomb effect is started by the third stop ON operation as shown in FIGS. 57(a1) and 57(a2), the period from when the third stop OFF operation is performed as shown in FIG. 57(b2) until the explosion effect occurs as shown in FIG. 57(b1) is the period A (from ta5 to ta6 in FIG. 60) until the payout of one medal based on the winning of the 33rd minor combination is completed, whereas when the explosion effect is started by the third stop ON operation, the period from when the third stop OFF operation is performed as shown in FIG. 59(b2) until the non-occurrence effect occurs as shown in FIG. 59(b1) is the period B (from tb5 to tb6 in FIG. 60) until the payout of eight medals based on the winning of the 1st to 6th minor combinations is completed, and the period B is set to be longer than the period A. In this case, the timing at which the bomb effect switches to the explosion effect on the winning side of the AT mode transition arrives earlier than the timing at which it switches to the non-occurrence effect on the non-winning side of the AT mode transition. By doing so, when performing the effect on the winning side of the AT mode transition, it is possible to secure not only the eyes-closed effect using each variation area SP1 to SP3 but also the time for performing the AT winning effect.

[0414] As described above, in this embodiment, the bomb effect can occur not only in the special role winning game but also when winning in the bomb effect lottery process (step S2211) at the time of winning the AT mode transfer or in the bomb effect lottery process (step S2219) when not winning the AT mode transfer. In the situation where the bomb effect is occurring, the waiting period from when the third stop OFF operation is performed until the stop-time CZ effect setting process is performed differs in length according to the lottery result of the game.

[0415] Specifically, as shown in FIG. 61, the waiting period from when the third stop OFF operation in the special role winning game is performed until the stop-time CZ effect setting process is performed is period A which corresponds to the period during which one medal payout is made in the first operation mode, and more specifically, it is about 0.5 seconds. In contrast, the above waiting period in the special role winning game is period B which corresponds to the period during which eight medal payouts are made in the second operation mode and is longer than period A, and more specifically, it is about 4.0 seconds.

[0416] The waiting period in the watermelon winning game is period C which corresponds to the period during which three medal payouts are made, is longer than period A, and is shorter than period B, and more specifically, it is about 1.5 seconds.

[0417] Also, in the present embodiment, among the replay results, the period during which the same number of bets as the number of bets of the game that won the normal replay A to C is set in the replay process based on winning the normal replay A to C, and the period during which the same number of bets as the number of bets of the game that won the chance eyes A to C or cherry A to C is set in the replay process based on winning the chance eyes A to C or cherry A to C are set to be different, and the period of betting in the normal replay A to C is set to be longer than the period of betting in the chance eyes A to C or cherry A to C. Also, the period of betting by the chance eyes A to C or cherry A to C is set to be the same length as the period during which the same number of medals are paid out. In this way, specific winning combinations such as chance eyes A to C and cherry A to C constituted by the replay results give the impression of being treated the same as small winning results where medals are paid out like watermelon, and at the same time, it is possible to give the impression of being a result different from replay results such as normal replay A to C.

[0418] Then, the above standby period in the normal replay A to C winning games is a period corresponding to the period during which 3 bets are made, and it is a D period that is longer than the above C period and shorter than the B period in the watermelon winning games, and more specifically, it is about 3.0 sec.

[0419] Also, the above standby period in the chance eyes A to C or cherry A to C winning games is a period during which 3 bets are made or a period of the same length as the period during which 3 medals are paid out, and it is the same length as the above C period in the watermelon winning games, and specifically, it is about 1.5 sec.

[0420] All of these periods A to C are periods during which there is a possibility that the bomb effect transitions to the explosion effect. By taking advantage of the fact that the period required for medal payout and the period required for bet setting in the replay process differ according to the game result in this way, and diversifying the period until the explosion effect occurs, it is possible to suitably enhance the sense of anticipation for the occurrence of the explosion effect.

[0421] In the special role winning game, the explosion effect is most likely to occur during the A period of the first operation mode. Next, the explosion effect is likely to occur during the C period of the watermelon winning game, the chance eyes A to C, and the cherry A to C winning games. After that, the explosion effect is likely to occur during the D period of the normal replay A to C winning games. In the B period of the second operation mode in the special role winning game, the explosion effect is set not to occur. Moreover, since the A period is the shortest and the C period, D period, and B period become longer in that order, while expecting the explosion effect to occur earlier, it is possible to expect the occurrence of the explosion effect until at least the D period, and it is possible to suitably increase the attention level of the explosion effect.

[0422] Furthermore, in relation to the push order bell winning game, when the stop switches 42 to 44 are operated in the operation order corresponding to the first minor winning to the sixth minor winning, 8 medals are paid out. Therefore, the above waiting period becomes the B period. In this case, since it is set not to win the AT mode transition lottery when the push order bell wins (Fig. 30), there is no need to switch to the production on the AT winning notification side after the B period has elapsed, and it is possible to prevent the discomfort and increase in processing load that would occur if the production were forced in a short period.

[0423] Also, when the stop switches 42 to 44 are operated in an incorrect operation order that does not correspond to the first minor winning to the sixth minor winning when the push order bell wins, 1 medal may or may not be paid out. Therefore, the above waiting period becomes 0 or the A period. That is, even during the A period when 1 medal is paid out, if no minor winning is established or if the ninth minor winning to the thirty-second minor winning is established instead of the thirty-third minor winning, the explosion effect will not occur. Therefore, the attention level to the stop outcome can be increased, and it is possible to encourage the operation of the stop switches 42 to 44 in the first operation mode so that the thirty-third minor winning is established.

[0424] <Regarding the number of precursor games> Next, the effects during the precursor mode set based on the precursor command will be described. The precursor mode is a mode in which, when winning the AT mode transition lottery or the CZ mode transition lottery, precursor effects suggesting winning the lottery can be executed in each game, and in the game where the set number of precursor games becomes 0, notification of winning the AT mode transition or notification of winning the CZ mode transition is set to be performed.

[0425] As already described, the number of precursor games is determined by the precursor game number lottery process (step S817, step S1320) when winning the AT mode transition lottery or the CZ mode transition lottery in the start-time AT lottery process or the stop-time AT lottery process on the main control device 101 side. And as described above, when winning the AT mode transition lottery during the CZ mode, the number of precursor games is set to 0 games.

[0426] Here, the number of precursor games during the normal mode will be described in detail with reference to FIG. 62.

[0427] As described above, the number of precursor games is set to be selectable from any of 0 games to 40 games. In this embodiment, the number of precursor games that are likely to be selected is set to be different when winning the AT mode transition lottery in the start-time AT lottery process and when winning the AT mode transition lottery in the stop-time AT lottery process. Also, the number of precursor games that are likely to be selected is set to be different when winning the CZ mode transition lottery in the start-time AT lottery process and when winning the CZ mode transition lottery in the stop-time AT lottery process. Furthermore, the number of precursor games that are likely to be selected is different when winning the AT mode transition lottery in the start-time AT lottery process and when winning the CZ mode transition lottery in the start-time AT lottery process, and the number of precursor games that are likely to be selected is different when winning the AT mode transition lottery in the stop-time AT lottery process and when winning the CZ mode transition lottery in the stop-time AT lottery process.

[0428] Specifically, when winning the AT mode transition lottery in the start-time AT lottery process, either 1 to 5 games or 15 to 40 games are set as the number of precursor games, while when winning the AT mode transition lottery in the stop-time AT lottery process, any number from 1 to 12 games is set as the number of precursor games. Also, when winning the CZ mode transition lottery in the start-time AT lottery process, any number from 1 to 32 games is set as the number of precursor games, while when winning the CZ mode transition lottery in the stop-time AT lottery process, any number from 1 to 7 games is set as the number of precursor games.

[0429] When winning the AT mode transition lottery or the CZ mode transition lottery in the stop-time AT lottery process, it is only when operating in the first operation mode during the winning of a special role. It is highly likely that the player clearly grasps the special role winning game that triggered the winning of the transition. On the other hand, when winning the AT mode transition lottery or the CZ mode transition lottery in the start-time AT lottery process, although it is often triggered by the winning of a specific role, since the chance eyes A to C and the cherry eyes A to C are composed of the replay results, there is no omission, and the presence or absence of omission does not affect the winning or losing result of the transition lottery. Therefore, there is also a possibility that the player may miss the specific role winning game that triggered the winning of the transition. Furthermore, regarding the CZ mode transition lottery, since it is possible to win the transition even with the normal replays A to C instead of a specific role, it is difficult to determine which game the CZ mode transition was won in. Therefore, by making it easier to select a relatively long number of precursor games in the start-time AT lottery process where there is a possibility of not noticing the winning of the transition, it is possible to give the impression that the transition to the AT mode or the CZ mode can be won under any circumstances, and it is possible to provide the surprise when the notification of winning the transition is made. By doing so, it is possible to suppress the decrease in the attention level of each game in the normal mode. Conversely, by making it easier to select a shorter number of precursor games determined in the stop-time AT lottery process triggered by a special role than the number of precursor games determined in the start-time AT lottery proc...

Claims

【Claim 1】 A plurality of rotating bodies with a plurality of patterns attached in the circumferential direction, a display unit that makes some of the patterns visible for each of the rotating bodies, starting operation means for starting the rotation of each of the rotating bodies when operated, stopping operation means for performing a stopping operation to stop the rotation of each of the rotating bodies, drive control means for executing start drive control to start the rotation of each of the rotating bodies when the starting operation means is operated, and executing stop drive control to stop the rotation of the corresponding rotating body when the stopping operation means is operated, lottery means for conducting a lottery to grant a privilege to the player based on the operation of the starting operation means, granting means capable of granting a number of game values corresponding to the lottery result in the lottery means, A gaming machine comprising: As a lottery result by the lottery means, when the stopping operation means is operated in the first operation mode, a first pattern combination can be stopped at a predetermined position visible through the display unit, and a first number of game values are granted by the granting means, while when the stopping operation means is operated in a second operation mode different from the first operation mode, a second pattern combination different from the first pattern combination can be stopped at a predetermined position visible through the display unit, and a specific result is set such that a second number of game values greater than the first number are granted by the granting means, mode notification means capable of executing mode notification of the operation mode of the stopping operation means by a predetermined notification means, specific processing means capable of executing specific processing regarding the function of the mode notification by the mode notification means, means for performing processing that enables the execution of the specific processing when the stopping operation means is operated in the first operation mode in a specific game where the lottery result by the lottery means is the specific result, and means for performing processing that disables the execution of the specific processing when the stopping operation means is operated in the second operation mode in the specific game, means capable of executing a first notification corresponding to the specific processing at a specific timing after the operation of the stopping operation means in the specific game, means capable of executing a second notification regarding the predetermined content of the specific processing at a timing earlier than the specific timing in the specific game and after a branch timing when the operation of the stopping operation means is performed in either the first operation mode or the second operation mode, comprising, A gaming machine characterized in that, in a game in which the mode notification is not executed, the second notification can be executed.

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